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ТА 
PLAYSTATION 
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20TH ANNIVERSARY EDITION 


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RA INMENT 
[12/63 ог 


THE FUT. 






TWENTY — 
YEARS OF 
PLAYSTATION - 
HOW PS1 INVENTED - а.ө,” Жа? | Р a ‘ 
THE MODERN T WA es г Ж оол 1 | E 
VIDEOGAME | ЖЕНЕ NER. ON ||! 20% 




















1 CAN CHRISROBERTS’ | 4 а 
COLOSSAL RETURN! TO.GAMES 1 
WIN THE SPACE RACE? ; 


= B A i 


REVIEWED 
CALL OF DUTY: 
ADVANCED WARFARE 
LITTLEBIGPLANET 3 
SUNSET OVERDRIVE 


PLAYSTATION TV 
ON TEST 
LORDS OF THE FALLEN | 


| | | THE MAKING OF 
N ЕАЫ ТН EN #274 | NO MORE HEROES 


| CHRISTMAS 2014 | | | | 








Views from the launchpad 


"We do recognise Sony as a major player. It's just that we're confident 
that we know videogames better than anyone, and we feel supremely 
confident that at every technical turn the Ultra 64 is a superior machine to 
the PlayStation, and will offer a greater gaming experience." When Peter 
Main, who for 15 years served as Nintendo Of America's executive VP of 
sales and marketing, said this in late 1994, Sony's PlayStation had only 
just been released into the world, and even then only to the Japanese 
market. While attempting to brush Sony's offering aside, in reality the 
statement revealed how seriously the game industry's established players 
were taking this new competition. An aspiring rival that supposedly falls so 
far short of the mark isn't even worth the recognition of discussion in 
public. Only legitimate threats deserve that kind of attention. 

Outside of Nintendo, others were more generous with their appraisals 
of Sony's work, while also offering their own warnings. "The PlayStation is 
very strong, but Sony has absolutely no experience in this market, and the 
games market really is like no other," Atari's Darryl Still declared. "You 
can't just come in and buy market share. You have to build it." 

And build it Sony famously did. In this issue, 20 years on, we look at 
what the company's fresh perspective brought to the game industry, via 
firsiperson accounts from people who were there at the time. It’s our 
biggest feature of the year, reflecting the size of the impact PlayStation 
had on players, on game development, and on Sony's competitors. 

Competition is one of the crucial factors keeping the videogame industry 
moving forward, which brings us to our cover story. If you've been paying 
attention, you'll have seen Elite: Dangerous on the cover of E264 and No 
Man's Sky heading up E270, so it should feel appropriate that we 
complete the trilogy with Star Citizen this issue. In our lead feature, we talk 
to developer Cloud Imperium about its own spin on deep-space adventure. 












james 


e Play 


attlefield Hardline 104 Sunset Overdrive 


50, PC, PS3, PS4, Xbox One Xbox One 

attleborn 108 LittleBigPlanet 3 

, PS4, Xbox One PS4 

caraway Unfolded 112 Call Of Duty: 

4 Advanced Warfare 


360, PC, PS3, PS4, Xbox One 
uyo Puyo Tetris 
54, Xbox One 114 The Evil Within 
360, PC, PS3, PS4, Xbox One 
here Came An Echo 
, Xbox One 116 Lords Of The Fallen 
PC, PS4, Xbox One 


118 Sid Meier's 
Civilization: 
Beyond Earth 
PC 


120 The Legend Of Korra 
360, PC, PS3, PS4, Xbox One 


ype Roundup 


122 Fantasia: 
Music Evolved 
360, Xbox One 





Explore the iPad Follow these links 
edition of Edge for throughout the magazine 
additional content for more content online 




















8 PlayStation TV on test 
Sony's diminutive PlayStation box 
gets off to a problematic start 


12 Heavenly creatures 
Hellblade heralds a new era of 
development for Ninja Theory 


14 Farming for gold 
Giants Software on bringing 
Farming Simulator to consoles 


16 Fear factor 
We investigate the revival 
of Japanese horror games 


18 Bird watch 


Luna, Funomena's beautiful puzzle 
game, prepares to take flight 


20 Soundbytes 
Shuhei Yoshida talks DriveClub; 
Pete Hines addresses Prey 2 


22 My Favourite Game 
Susan Calman on evangelising 
games and renting Resident Evil 


SONY 





#274 


CHRISTMAS 2014 


24 This Month On Edge 


The things that caught our eye 
during the production of E274 


Dispatches 
26 Dialogue 


Edge readers share their opinions; 
one wins SteelSeries hardware 


28 Trigger Happy 
Steven Poole considers the power 
of abstraction and sandy expanses 


30 Difficulty Switch 
lan Bogost is concerned about 
the future of sharing on the sofa 


32 Big Picture Mode 
Nathan Brown discovers a rare 
breed of online player in Destiny 


129 Postcards From 

The Clipping Plane 
James Leach on the pitfalls of 
trying too hard not to offend 


58 Space Craft 

We edge Star Citizen out of the 
hangar and speak to the team 
behind the ambitious space sim 


68 PlayStation: The Story 
Behind The Brand 

Two decades on from launch, 

we look at how Sony created 

its world-beating game console 





Ian 


sections ` 





88 Collected Works 

A new, occasional series in which 
creators talk us through their careers. 
To begin: Insomniac's Ted Price 


94 The Making Of... 
Suda51 explains how his team 
fused slacker attitude with 
swordplay in No More Heroes 


98 Studio Profile 

From the small-scale Child Of 
Light to the sprawling Far Cry 
4: inside Ubisoft Montreal 


124 Time Extend 

A microwave ray has tried San 
Francisco! Time for a return visit 
to PlatinumGames' Vanquish 


Fr, 
ry j 


i gE 





EDGE 


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PRODUCTION & DISTRIBUTION 


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MANAGEMENT 
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Declan Gough head of content and marketing, film, music and games 
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KNOWLEDGE 
PLAYSTATION TV 


Announced as a PS4 
launch title, DriveClub 
hit shelves last month 
with networking issues 
that rendered its social 
features unusable 











A TV model in 
need of tuning 


The launch of PlayStation TV and ongoing DriveClub 


issues reveal some old problems lingering at Sony 


F^ its Japanese release last year, it 
was branded as PS Vita TV, and no 
wonder. What arrives in the west bearing 
the more massmarket name PlayStation TV 
is clearly a Vita in slender clothing, with 
the same OS, menus and Home screen 
music. Yet where Vita itself is large by 
handheld standards — more showy 
hardware design trom a company famous 
for it = PSTV is almost amusingly small. 
Measuring a mere бх1Ост, it's just tall 
enough for the rear fo accommodate an 
Ethernet cable, an HDMI 
cable, USB drive and Vita 
memory card, plus the 
power supply. On the side 
sits a slot for card-based 
Vita games. It was the 
headline feature for a 
device that launched in 
Japan four months before 
PS4, but Р5ТУ5 role in the 
west is very different. The 
£85 device forms a third pillar of Sony's 
gaming strategy that, on paper at least, is 
ripe with potential: a low-cost My First 
PlayStation that launches with a vast 
library of games from across Sony's two 
decades in the videogame business. 


On a big screen, 
games are cut 
back from their full 
splendour, capped 
at 720p and 30 


frames per second 


Currently, the big selling point is 
Remote Play, allowing streaming of PSA 
games over a local network or the 
Internet. It's never been perfect, but its 
flaws have been easier to forgive given 
the thrill of playing a PS3 game on the 
move, using a device with an OLED 
screen that does a fine job of tidying up 
variable video data. On PSTV, things are 
different: you're playing on a big screen, 
albeit one in the bedroom, and games 
are cut back from their full splendour, 
capped at 720p and 30 
frames per second. In our 
tests, even with both 
Р54 and PSTV wired into 
a home network as per 
Sony's recommendation, 
enough input latency was 
introduced to render 
Destiny and Sleeping 
Dogs: Definitive Edition 
uncomfortable, if not 
unplayable, with artefacting sullying 
busier moments. Our hopes that things 
would improve when running a less 
graphically intensive game were dashed 
when Rogue legacy performed similarly. 

Luckily, a Cross Play-enabled Vita 
version of that game exists, and when 
thought of as a Vita with HDMI out and 
support for DualShocks 3 and 4, PSTV 
makes more sense. The system upscales 
from Vita's 960x544 resolution to a 
maximum of 1080i, and while the scaler 
isn't best in class, it doesn't diminish the 
satisfaction of playing on an HDTV and 
a sofa games designed for a five-inch 
screen. The thought of continuing the 
commute’s Persona 4 Golden run on the 
big screen of an evening is an enticing 
one, as is playing a game ill-suited to 


Vita's small screen and analogue sticks — 
a shooter, say — on a bigger display and 
with a DualShock in your hands. 


If only We could. Persona 4 Golden 
was one of the few games that actually 
ran during our test, with PSTV's lack of 
touchscreen support sounding the death 
knell for a chunk of the Vita catalogue. 
While we didn't expect to be able to 
play Tearaway and other games built 
around Vita's swollen featureset, nor did 
we expect error messages when trying to 
load firstparty big-hitters such as Gravity 
Rush or Uncharted: Golden Abyss. 

Even games that use the touchscreen 
in superfluous, optional ways fall foul of 
this limitation. If you want to play Lumines: 
Electronic Symphony or Everybody's Golf: 
VVorld Tour, you're out of luck. Street 
Fighter X Tekken, which lets you map 
specialmove inputs and button combos to 
quadrants of the front touchscreen and 
rear panel, but is perfectly playable with 
traditional sticks and buttons, is another 
that simply refuses to load. While some 
newer games have been made functional 
by patches, older games have been 
ignored. Of the 1 1 games available at 
Vita's UK launch in February 2012, only 
one, Evolution Studios’ MotorStorm RC, 
works. Six of the current top ten sellers on 
Amazon are supported, which still doesn't 
feel like enough. Fortunately, Sony has 
secured support for what might be the 
only game that matters. 

Р5ТУ5 potential as a Minecraft box 
could be critical. It is the most popular 
game going with the demographic at 
which PSTV is aimed, and at under £100 
for the system and a download copy of 
the game, it offers the cheapest голе № 





PlayStation TV arrived in the 
UK on November 14. It's £85 
and bundled with download 
codes for OlliOlli, Velocity 
Ultra and Worms Revolution 
Extreme. For all its faults, 
the device may get a boost 
when the PlayStation Now 
streaming service launches 


KNOWLEDGE 
PLAYSTATION TV 


FAST FRIENDS 
While Sony's lax 
attitude to PS4 
firmware updates 
compared to its rival 
can be given a positive 
spin by pointing out 
that there was much 
more that needed 
fixing in Xbox One's 
launch dashboard, by 
the time PS4 system 
software 2.0 arrived, 
the system's OS was 
beginning to struggle. 
Friends lists and new 
messages could take 
a couple of minutes 
to load in, and it was 
pleasing to see that 
the October firmware 
update sped things up 
a little in addition to 
bringing new features 
such as YouTube 
uploads and Share 
Play's virtual local 
multiplayer. Much 
work remains to 

be done, however, 
particularly on how 
games are arranged 
on the main menu. 
That horizontally 
scrolling list has 
become rather bulky 
to navigate as PS4's 
library has grown, and 
Sony's latest solution 
- having 15 recently 
used items on the 
Home screen, with 
everything else in the 
Library submenu - 
doesn't quite cut it. 





to fulHat Minecraft on the market. With 
that in mind, it's staggering that the two 
haven't been bundled together for launch; 
the £85 bundle comes with download 
codes for OlliOlli, Velocity Ultra and, for 
reasons that presumably made sense to 
somebody along the line, Worms 
Revolution Extreme. A Minecraft bundle 
has to follow at some point — at least 
assuming that Microsoft, Mojang's new 
owner, has been honest in its promise not 
to block the game from appearing on 
other platforms — but having one on 
shelves for Christmas could have made 
all the difference. 

Yet regardless of compatibility 
issues, PSTV's support for PST, PSP and 
PS Mini releases means it launches with a 
library of some 700 games, giving it a 
clear competitive advantage over other 
seHop boxes. That, it turns out, is just as 
well given how far PSTV lags behind the 
likes of Apple TV, Chromecast and 
Amazons Fire TV as a media box. While 
a Netflix app was on the PlayStation 
Store when Vita launched in North 
America almost three years ago, it has 
never made it to Europe. As such, PSTV 
launches in the UK with no support for the 
world's most popular subscription video 
service. Amazon Instant Video, BBC 
iPlayer, YouTube and Now TV — all, like 
Netflix, available in app form on PS3 
and PS4 — are absent trom the PSTV 
store. Bafflingly, you're even forbidden 
from accessing the PS4 versions of 
the apps over Remote Play, the system 
throwing up an error message and then 
booting you unceremoniously back to 
the PS4 Home menu. 

It's all a bit confusing. Settop boxes 
should be simple to set up and easy to 
use. While PSTV's setup is straightforward 
enough, the problems begin the minute 
you sit back and start using the thing. It 
is an irresistible idea in theory, and a 
fine bit of industrial design too, but it is 
blemished by substandard software 
support. It is, in that sense, a perfect 
metaphor for the current state of Sony. 


After Microsoft spent most of 
2013 leaving its goal untended and 


gently ushering Sony towards it, the latter 
half of 2014 has been very different. 








DriveClub, the game Sony used to dull 
the pain of charging for online multiplayer 
on PSA by offering a cuFdown version 

of the title to PS Plus subscribers, has 
endured a disastrous launch. The only 
thing saving it from reaching Sim City 
and Diablo Ill levels of shame is the fact 
that it can still be played in singleplayer 
when the servers are down. However, at 
the time of writing, the game has been on 
shelves for almost a month 
and it remains an almost 
entirely offline pursuit. The 
long-promised PS Plus 
Edition, meanwhile, has 
been delayed indefinitely. 

It is a sorry tale for 
Evolution Studios, whose 
supposed Р54 launch 
game was 11 months late 
onto shelves and then 
arrived stripped of key features by 
network troubles. But Sony's response — 
or lack of it = is the more damning part. It 
took three weeks for Worldwide Studios 
president Shuhei Yoshida to acknowledge 
the problem, while senior Evolution staff, 
who were open on social media during 
development, fell suddenly silent. 

Sony's network problems extend far 
beyond DriveClub, however. While 
extended periods of PSN downtime 
for 'scheduled maintenance' were an 
inconvenience in the PS3 era, they are 


There's little wrong 
that isn't fixable, 
but who, given 
Sony's current 
form, would expect 
it to be fixed? 


PlayStation TV's slender, 
6x10cm form factor is 
just big enough for all 
the necessary ports on 
its rear. The power 
button @ can be 
ignored once you've 
synced a DualShock 3 
or 4 to the device, since 
it can be woken from 
standby by pressing the 
controller's PlayStation 
button. Next to it are 
ports for a Vita memory 
card @, USB drive Ө, 
HDMI cable @, Ethernet 
cable and power 


supply Û. A flap on 
the side of the device 


conceals a slot for 
PlayStation Vita game 
cards, and the device 
also has 1GB of 
onboard storage to 
hold your game and 
media downloads. 


unforgivable now that Sony is charging 
for its service. Once a month, Sony takes 
down its £40-per-year online service for 
up to eight hours, taking with it always- 
online games like Destiny, the multiplayer 
component of many more titles and, in 
our experience, blocking access to digital 
purchases because PSN refuses the 
console's handshake to check for the 
proper licences. The network has a 
recurring DDOS problem - 
one recent attack was 
conducted specifically to 
show that Sony has not 
invested in improved 
network protection — and 
since Destiny's launch in 
early September, PS4 users 
have had to endure five 
protracted periods of 
downtime, only one 

of which was planned for. 

It affects PSTV, too. A bug in PS4 
system software 2.0 - the consoles first 
substantial firmware update since launch 
— meant its standby mode, for some 
reason renamed Rest mode in the update, 
didn't work properly, shutting the console 
down fully after a time, and even locking 
up the unit. Remote Play only works if the 
PSA is in Rest mode, so our tests meant a 
few disconsolate trips back downstairs to 
turn on the machine by hand. Version 
2.01 followed a week later to fix the 


As a Minecraft box, PSTV 
may still entice a younger 
audience and those seeking 
a low-cost point of entry 





problem, but a week is a long time to 
solve a systemdocking bug. And none of 
this inspires confidence in PlayStation 
Now, the on-demand streaming service 
that in its current beta state uses exorbitant 
rental pricing rather than subscriptions, 
and which will not function at all when | Agira 1 ار‎ 
Sony's server infrastructure falls over. aie NL aoe ТА” ДЫҚ” 53 
With all this in mind, it's little surprise 
that a bite-sized device full of potential 
should launch beset with so many 
seemingly avoidable issues. There's little 
wrong with PSTV that isn't fixable, but 
who, given Sony's current form, would 





Not all Vita games 
are upscaled from 
the handheld’s native 
| 960x544 to match 
expect it to be fixed? Sony has long been the resolution of your 





HDTV's display. Some, 
including Killzone: 
Mercenary and the Vita 
port of Borderlands 2, 
have been updated to run 
in native 10801. It's a 
welcome move, but a 
limited one, and further 
reinforces the perception 
that the device has been 
released before it was 
ready. Sony says it is 
working with partners 

to get more Vita games 
up and running, and on 
securing media apps 
such as Netflix too, but 
PlayStation TV is hard 


to recommend until 


excellent at hardware and poor at 
software solutions, and while its masterful 
Р54 marketing convinced millions of 
players that the company had changed, 
apparently behind the scenes still lurks a 
litany of ancient problems. Microsoft, 
meanwhile, updates the Xbox One 
interface once a month, has cleared out 
much of the executive deadwood that 
almost ruined the console before it had 
even launched, and has started making 
all the right noises to its audience. 

Sony's latest fiscal update boasted of 

"a significant increase in network services 
revenue related to the introduction of the 





PSA". |t is time to start spending it on Given how Tearaway (above) uses Vita's touch, tilt, cameras and microphone, we didn't ever those discussions bear 
bos i | карк hal expect it to run on PSTV, but Street Fighter X Tekken failing to work was an unpleasant fruit, especially to those 
Se MO: ше: SIE е M surprise. The same holds for a number of other games with limited touchscreen dependance. who already own 
revenue, and quickly. Шш Patches may be forthcoming, but it's something of a lottery as to which titles are supported both a Vita and PS4. 
EDGE 


KNOWLEDGE 
HELLBLADE 





Heavenly 
creatures 





Why Ninja Theory is treating Hellblade's 


development as a new era for the studio 


he past 18 months have involved a lot 
of soul searching for Ninja Theory. In 
Heavenly Sword and Enslaved: Odyssey 
Io The West, the studio has worked with 
worlds that it's desperate to revisit. But 
with no offers trom its publishers to do so, 
and with work on DmC: Devil May Cry 
drawing to a close as well, last year the 
studio decided to create new IP instead. 
Multiple pitches were constructed 
and rejected. A horror game created in 
tandem with 28 Days Later screenwriter 
Alex Garland was dismissed because the 
horror genre “wasn't popular enough". 
A contemporary co-op and story based 
title, again in partnership with Garland, 
was also turned down, though not before 
it was suggested the grounded characters 
were swapped out for 
soldiers on Mars in order 
to make it more palatable. 
"The only way to 
design a product for the 
new platforms seemed to 
be to focus on the things 
that sell and then replicate 
them," explains studio 
cofounder Tameem 
Antoniades. "Which isn't 
then a creative endeavour, it's hard graft." 
For a successful pitch in today's 
climate, Antoniades believes publishers 
need to guarantee sales of "about four or 
tive million" — numbers that don't match 
up with the projected sales of the games 
Ninja Theory wants to build. And it's for 
this reason that its new game, Hellblade, 
has three important words cut into its 
reveal trailer: an independent game. 
"Hellblade is about us creating 
something that's ours," Antoniades says. 
"We can steer it into the future, be its 
protector and shepherd it. Hellblade is 
not funded by our other projects. We're 
putting mostly our own money into this.” 


“Hellblade is not 
funded by our 
other projects. 
We're putting 
mostly our own 
money into this” 


Development began in March, and 
selHunding meant going from a team 
size of over 80 to just 13 people, though 
two other concurrent projects mitigated 
the need to downsize the studio. 

"We have traditionally created a lot 
ot bespoke content and a lot of setpieces 
in our games,” says Dominic Matthews, 
product development manager. “The 
challenge for us with a smaller team is 
working in a smarter way. Our approach 
to this game is to get as much value out 
of the people that we've got." 

For instance, the game's sole 
environment artist has been given the 
freedom to create the world before any 
other mechanics have been finalised; in 
the past, environments were always 
created to serve a fixed 
script. And if sensible 
opportunities to recycle 
work arise, such as rolling 
creature animation into 
the environment's general 
malevolence, it helps the 
artist build an even richer 
world without extra effort. 

"Every [enemy] does 
attack moves," says 
technical art director Stuart Adcock. 

"If we can take certain frames from an 
attack move and stitch them together, we 
can make interesting sculptures for the 
world that feel quite hellish by reusing 
some of the work effort that we've put in." 

One core area of costsaving is a 
new approach to performance capture. 
“It's an incredibly expensive thing to do, 
but you get incredible quality out of doing 
it,” says Matthews. "We're currently in 
the process of thinking, ‘How do we do 
this? How do we get the same results 
but without the huge expenditure?" 

Homebrew appears to be the answer, 
with the studio's biggest meeting room 





Tameem Antoniades, 
co-founder of Ninja 
Theory, also serves 
as the chief creative 
director for Hellblade 





converted into a makeshift capture area 
full of GoPro cameras, phones and Ikea- 
sourced poles, with team members test 
running the setup while sporting self 
printed sticky-backed markers. 

All this experimentation is contained 
within the Hellblade project in the hope 
that success will deliver a blueprint for 
future titles. "If we can prove that this one 
works and that it can be a success, | think 
tunding opportunities will come easier 
over time," says Antoniades. "Some of 
that might be to go to publishers like 
they're distributors in the same way as 
independent movies: they'd advance 
some of the money to make it, you'd 
put in some of your own money, and 
you're still in control of what happens." 


Antoniades readily admits the 
studios still trying to work out the business 
strategy. In its latest development diary, 
the team asked potential fans what 
merchandise they want to buy to help 
fund development, and at GDC Europe 
Antoniades announced an initiative in 
partnership with Epic to create online 
classes and workshops for university 
students and hobbyists interested in the 
development process. But for Ninja 
Theory's cofounder, this project is a 
chance to cultivate a future in which 

he can take more creative risks - and 
for other studios to learn from Ninja 
Theory's ultimate triumph or failure. 

"| want the industry to be a good 
place where creative studios are making 
good, fun games, and it's competitive 
and it's exciting and there's a spark to it. 
It's not pleasant that so many studios have 
gone under. It doesn't make us feel like, 
‘A-ha! We're standing! We're surviving!’ 
It's a miserable landscape. You should 
be able to earn a decent living making 
good, fun things that people want." B 


While visions of combat and enemies 
dominate early concept art (right, 
main, below right), Hellblade will 
also feature geometric puzzles that 
ask you to assemble environmental 
details through camera manipulation 










Matthews claims Hellblade wouldn't exist if not for a recent shift in platform holders' approach 
to digital titles: "Five years ago, those doors just weren't open to us." As it stands, the game 
has to sell between 200,000 and 300,000 copies in order to earn back its development budget 

















On prior hardware, Ninja 
Theory built a reputation 
by partnering with the 
likes of Alex Garland 

and Andy Serkis. Despite 
Hellblade's budget, 
product development 
manager Dominic 
Matthews is confident 

the trend can continue. 
"We're looking at this 
like independent film," 

he explains. "Certain 
movies have become 

big successes on smaller 
budgets, and there's talent 
out there that wants to 
work on those projects 
because it's a change 
from big blockbuster 
work. We offer something 
attractive to [that] talent, 
because when we work 
with someone we work 
with them very closely, 
and give them free rein." 


13 


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FARMING 





How Giants Software is bringing PC 


cult hit Farming Simulator to consoles 


S of Steam's most surprising 
statistics come not from the likes of 
Dota 2, Skyrim or PlanetSide 2, but 
Farming Simulator 2013. At the time of 
writing it boasts more active players than 
Alien: Isolation, has a higher peak player 
count than Final Fantasy ХІІ, and enjoys 
some 2,400 positive player reviews to 
just 167 negative ones, several of which 
are apparently confused about what the 
game set out to achieve. 

Farming Simulator is, however, just 
part of a surge of seemingly mundane 
simulations over recent years, including 
the likes of Euro Truck Simulator, Ski 
Region Simulator, and Warehouse And 
logistics Simulator (complete with the 
unforgettably named DIC Hell's 
Warehouse). Many have 
proven surprisingly popular, 
with Euro Truck Simulator 2 
in particular finding a 
sizeable niche thanks to the 
effort put into simulating the 
freedom of the open road. 

But Giants Software's 
Farming Simulator 15 will 
be the first to try to break 
into the current console 
generation, jumping from PC to both 
Р54 and Xbox One in 2015. "There 
aren't many simulation games on the 
consoles, so there are a lot of mixed 
opinions about whether it will be 
successful or not," Giants CEO Christian 
Ammann admits. "We have our own 
approach to simulation games. We tried 
to shake out the dust that is in this genre 
from the very technical, heavy simulations 
like Flight Simulator. Our approach was 
to make it far more accessible." 

Perhaps Giant's timing couldn't be 
better. After all, Minecraft has shown that 
you can put a price on player creativity, 
and that price is two-and-a-half billion 


"In the end, we 
don't have to 
compete. We 
have our own 
dimension, like 
Minecraft has" 


dollars. Games such as Animal Crossing, 
Harvest Moon and FarmVille show there's 
an enduring appetite for light lite and 
livestock management, but genre fans 
can also come from unexpected corners. 
The response to World Of Warcraft's 
optional farm in the Mists Of Pandaria 
expansion led to Blizzard devoting a 
chunk of Warlords Of Draenor to 
something similar — albeit in the form 

of a military garrison. 

"We see quite a lot of different 
players, so we have the hardcore fans, 
some of whom are really farmers. Others 
are kids; we have a lot of kids playing 
with their parents," Ammann says. "And 
we've got really core gamers who play 
Call Of Duty and Battlefield as well, who 
just like playing Farming 
Simulator at some points 
because it's relaxing." 

That audience puts 
Giants in a tricky position 
when it comes to realism. 
Even CTO Stefan Geiger 
agrees it can be hard sell: 
"he first time you hear it, 
you think, well, ‘Farming? 
Маһ." So much of the 
work that goes into the game is about 
cutting to the appeal of the job, and not 
being too restricted by details. “I'd say 
that one of the benefits of the games is 
to achieve things faster than in the real 
world. It's important that it's quicker." 

"For some, it's superunrealistic what 
we do, and for others it's superrealistic, 
and it always depends on what you 
want to compare," Ammann says. 

"If you compare Farming Simulator to 
FarmVille, sure, it's superrealistic. But 
if you compare it to the real world, it's 
still simplified. Growing a field takes 
half a year: that's something we have 
to speed up." 


Farming for gold 





Christian Ammann, 
CEO, Giants Software 


BUSMAN'S 
HOLIDAY 

There's no more 
demanding audience 
for any simulator than 
the people who do the 
job for real, and Giants 
has no shortage of 
farmers who get home 
from a long day and 
relax by playing 
Farming Simulator. 
They're not, however, 
its core audience. "We 
have a lot, but in the 
end it's the same as 
with professional 
pilots and Flight 
Simulator," says 
Ammann. "They're 
important, and they 
are also the guys who 
give us the feedback 
for the improvements 
for new versions and 
addon content, but 
they're not a big 
enough audience to 
sell a game to." This 
doesn't necessarily 
mean a casual fanbase, 
though - over 33 per 
cent of players have 
clocked up over ten 
hours in a single 
savegame according 
to Steam stats, and 
for many that's just 

a start. "Sometimes 
it's scary how much 
people play," says 
Ammann. "One guy 
had an accumulated 
time of four months 
just seven months 
after release. He 

must have played 

it all the time!" 


Instead, Giants creates longevity 
through a career mode and tries to 
convey the feel of reality without ever 
restricting players when it comes to real 
life's more tedious elements. In particular, 
help with the latter comes from licensing, 
partnerships, and getting real-world 
vehicles into the sim, much as a racing 
game studio might court car makers. 
^With the partnership with most of those 
manufacturers, we get the CAD data in 
and can then create our realtime model 
and so on," Ammann says. "Working 
directly with them is really helpful, with 
sound recordings and test machines and 
consulting on how their machines work. 
Ultimately, we're not farmers here!" 


Neither Xbox One vo: Р54 is 
changing how Giants approaches the 
task for the moment, with the consoles' 
main benefit being that they allow the 
studio to offer parity with a decent PC, 
which means HD resolution and 60fps. 
The simulation certainly isn't being 
dumbed down for the new audience, 
with the main difference being the control 
scheme. This is, of course, a challenge 
for Giants, though the bigger one by far 
is being the pathfinder for its genre as a 
whole — a genre that is always going to 
tind it hard to go toe4o4oe with the many 
betterfunded releases on the market. 
"Those triple-A products have 50 
times the budget and the marketing, but 
in the end we don't have to compete. 
We have our own dimension, like 
Minecraft has," Ammann says, shrugging 
off questions of whether an audience is 
ready and waiting. “I think that is more 
a problem for gaming journalists than 
people out there — a lot don't understand 
the game and so ask why people are 
playing it. If you're interested in the 
topic, you're interested in the game." B 


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KNOWLEDGE 
JAPANESE HORROR 





Fear factor 





What's behind the flesh-creeping 


he black incantation to spawn horror 
games has evidently been recited 
once again, with a horde of genre entries 
shambling onto storefronts in recent 
months. Alien: Isolation and Outlast 
have explored new avenues in the west 
recently, but the genre's defining masters 
hail from Japan, and developers in the 
region are just as alive to the trend. 
"Japanese horror games, like 
Japanese horror films, are not usually 
simply about splatter and gore," says 
Keisuke Kikuchi, producer of Zero: 
Nuregarasu No Miko (Fatal Frame: 
Oracle Of The Sodden Raven), made by 
Koei Tecmo and released in Japan on 
Wii U in September. “They place great 
importance on the human relationships 
in the background of the 
story, and also on the 
setting, such as the familiar 
interior of a typical 
Japanese home, where you 
might expect something to 
come out of the darkness. 
They evoke fear not just 
through things that are 
scary but also through 
things that are beautiful." 
Fatal Frame is built around the 
Camera Obscura, allowing the player 
to exorcise spirits with a wellframed snap 
— а mechanic intended to increase 
immersion, and with it the number of 
goose bumps. ІҒ5 heightened here by 
using a GamePad to capture the spectres, 
but the game also plays on the Japanese 
association of water with the Other Side, 
making the player character stronger but 
also much more vulnerable when wet. 
"We've tried to use water in this way 
before, but the improved hardware and 
HD graphics on Wii U allow us to 
express it in a much scarier way," says 
Kikuchi. "When the player anticipates 


"Japanese games 
evoke fear not just 
through things that 
are scary but also 
through things that 
are beautifu 


revival of Japanese horror games? 


there may be something lurking in the 
water, it heightens the feeling of anxiety." 
PT, meanwhile, has been out for 
months, but Hideo Kojima’s first stab 
at survival horror was a teaser for his 
forthcoming reboot of Konami's Silent Hill, 
and has much to say about the series' 
new direction. The teaser places heavy 
emphasis on building atmosphere, with 
weapons — and indeed direct mechanics 
of almost any kind — replaced by a 
creeping sense of dread that is ramped 
up by expert use of disjointed music 
and haunting sound effects. 


Even the way the game was 
marketed, with no information released 
other than the title, was an attempt by 
Kojima to instil in the 
player a suspicion of the 
unknown. "Nowadays, 
when people don't know 
something, they Google 
it," he said in a recent 
interview with The Japan 
Times. "We live in an age 
of information. When that 
suddenly disappears, 
that's the scariest thing." 
Just as Kojima is working on Silent 
Hills with movie director Guillermo Del 
Toro, whose CV includes The Devil's 
Backbone and Pan's Labyrinth, Clock 
Tower creator Hifumi Kouno and his 
team at Nude Maker have teamed up 
with Ju-on director Takashi Shimizu on the 
recently announced Project Scissors. Their 
collaboration is a pointand-click survival 
horror game whose title invokes the 
murder weapon brandished by the 
psycho killers in the Clock Tower series. 
"[Shimizu] has provided us with 
invaluable insight as a film director while 
we create graphic assets for the game," 
Kouno tells us. "He will continue to help 


|” 








Director Takashi 
Shimizu (top) has 
teamed up with Nude 
Maker CEO Hifumi 
Kouno to make 
Project Scissors 





us with his expertise in constructing the 
presentation of each scene." 

Kouno says that far from the film 
director leading the project astray by 
misunderstanding the unique charms of 
videogame horror, Shimizu's involvement 
has bolstered his own vision. 

"We share mutual understanding and 
opinion for what works and what does 
not work in the horror genre," Kouno 
says. "He has provided us with precise 
and valuable opinions that will make the 
game so much scarier!" 

Coming to Vita and smartphones, 
Project Scissors is set aboard a luxury 
cruise ship on which the passengers and 
crew fall victim to a host of gruesome 
murders. Rather than a hero, the player 
will assume the role of a passenger as a 
way of creating a sense of powerlessness 
within the closed confines of the ship. 

Kouno tells us that he came up with 
the concept for the game five years ago, 
but that the dominance of triple-A titles 
and the abundance of zombiethemed 
action games made it hard to pitch the 
more suspenseful idea he had in mind. 
The rise of indie and mobile gaming has 
brought his concept back from the dead. 

As an isolated case, it makes sense, 
but why this sudden horror influx of 
Biblical proportions? After all, horror 
genre movies are also going through a 
renaissance in Japan, giving rise to films 
such as Bilocation and The Complex. 
Kikuchi partly ascribes the current taste 
for horror to the cycles of fashion. 

"In Japan, horror games and horror 
movies always have their fans, and new 
works are released every year," he says. 
"But once every few years, there seems to 
be a boom in horror titles. Also, as the 
hardware evolves, it offers new means to 
express horror - | think that explains the 
timing of the current boom." Bl 


The latest game in the Zero series, AKA Fatal Frame: 
Oracle Of The Sodden Raven (above, below right) taps 
into the traditional folklore surrounding water in its 
homeland, but it's got its fair share of jump scares too 


The Evil Within (left, above left) not only places a premium on weapons and ammo, but its 
monsters don't fall easily. The sense of powerlessness gives rise to an atmosphere of terror. 
PT (above) goes one further by giving the player no defensive options other than fleeing 


AMO PI 
TERROR 


How the best of the 
west is inspiring 
Japanese games 


Influence is a virtuous 
loop. Japanese films were 
freaking out western fans 
long before the lank- 
haired ghoul in 1998's 
The Ring, and now The 
Walking Dead is feeding 
back into another long- 
running Japanese series: 
Resident Evil. Revelations 
2 producer Michiteru 
Okabe explained during 
Tokyo Game Show that 
the hit show was one of 
the major influences on 
the episodic structure of 
Capcom's forthcoming 
multiplatform game. 

"Our series was originally 
influenced by western 
horror movies, and then 
later a lot of western 
games took influence from 
Resi 4, so | think there is 
a cycle of inspiration — 
which is great," he says. 





KNOWLEDGE 
LUNA 


ВІКО 
WATCH 


Inside Luna, a fable based 
on children's literature 


Luna tells the story of a young bird 
that is convinced by the authoritative 
owl you see here to swallow the last 
remaining piece of the waning 
moon. Described as a "tactile puzzle 
game" — and inspired by origami, 
sculpture and printmaking - its 
gameplay will focus on transforming 
the objects and characters in this 
world, and even the world itself. 

"Luna is an interactive fable about 
coming to terms with mistakes, 
processing change, and growing 
into the person you choose to 
become,” Robin Hunicke, CEO of 
developer Funomena, tells us. "We're 
inspired by children's literature, 
including Goodnight Moon, The 
Grouchy Ladybug and classic 
Golden Books, but also illustrator 
Mary Blair, Japanese woodcut artist 
Umetaro Azechi, and sculptors such 
as Lee Bontecou, Anish Kapoor and 
Gabriel Orozco. There is a magical, 
textural quality to the work of these 
artists that we felt was important 
for the themes of transformation 
we're trying to explore. 

"Glenn [Hernandez] began 
doing concept work for the game 
about a year ago. We spent a 
long time painting, drawing апа 
sharing notes as we collaborated 
on the feel of the world, focusing on 
building a world that was textured 
like Glenn’s concepts, which were 
often done in gouache, but that 
still feels 3D and sculptural.” 

Footage of ће дате debuted at 
IndieCade this year and Funomena 
is moving into full production now. 
The image reproduced here was 
generated in-engine, but there's still 
a lot of work ahead. Hunicke says 
it's too early to tell whether Luna will 
arrive in 2015, but we're already 
looking forward to seeing more of 
this charming-looking concept. I 











KNOWLEDGE 
TALK/ARCADE 


Soundbytes 


Game commentary in snacksized mouthtuls 





"We sincerely apologise 
ог the delay. We are 
committed to giving you 
the best racing experience 
on PS4 - it’s taking 

a little longer 

than we hoped.” 


Shuhei Yoshida holds up his hands over DriveClub PS Plus Edition 





"We thank the court 

for protecting free 
speech. This was an 
absurd lawsvit from 
the very beginning 
and we're gratified that 
in the end a notorious 
criminal didn't win." 


“It was game we believed 
in, but we never felt that it 
got to where it needed to 
be — we never saw a 
path to success if we 
finished it. It wasn't up to 
our quality standard and 
we decided to cancel it." 


Bethesda's Pete Hines 
confirms what we all knew 


already: Prey 2's dead 


Rudy Giuliani on former 
dictator Manuel Noriega's 
failed Black Ops Il lawsuit 





“It's the software that 
matters. That's it. There's 
nothing else that's 
going fo convince you 
to play other than 
how good it is." 


The Room developer Barry Meade on why design still matters 
on mobile, and why developers don't have to be PR geniuses 


20 EDGE 














ARCADE 
WATCH 


Keeping an eye on the 
coin-op gaming scene 





Game Showdown 
Manufacturer Sega 


Codemasters’ Dirt series usually 
involves denting cars, but it’s the 
screen that’s been bent out of 
shape for its arcade debut. The 
focal point of Showdown's eye- 
catching cabinet is a 100-inch 
curved Hybrid Laser LED Projection 
display, an alternative to the 
in-vogue dome screen. The display 
is complemented by 5.1 surround 
sound, a force-feedback wheel 
and seat, and a fully modelled 
stainless-steel dashboard with 
working dials, an engine start 
button and a tunable radio. 

The game offers four gameplay 
modes from the console release: 
standard racing in the form of 
Race Off; Knock Out, in which you 
must stay on a platform while 
knocking others from it; Rampage, 
here renamed Demolition, which 
takes place in an open arena; and 
the T-boning nightmare of 8-Ball, 
which becomes Crossroads. There's 
also a large selection of cars, 20 in 
total, taken from an array of 
classes that includes muscle, 
pickup, saloon and ‘old-timer’. 

Each seat is fitted with a 
player face camera, the gurning 
expressions from which are 
displayed on Showdown TV - two 
HD displays that sit above the 
fourplayer setup. Showdown also 
uses Sega’s Sega Scores online 
portal for bragging rights. The 
system displays a QR code on the 
screen at the end of a session, 
allowing you to scan it with your 
smartphone. Following the link 
will allow you to track your rating 
for specific locations, regions and 
even cabinets, plus your position 
on the global leaderboard. 





XBOX.COM/HALO 


HAL 


PHESMASTER CHIEF COLLECT tia 


m 





ЗУ 
4% 


4 BLOCKBUSTER GAMES ОМ 1 DISC 


EXCLUSIVE ACCESS TO HALO 5: GUARDIANS MULTIPLAYER BETA 


100+ MULTIPLAYER MAPS 


INCLUDES HALO: NIGHTFALL DIGITAL SERIES 


OUT 11.11.14 


*Halo: Nightfall: 5 episode live-action series is streaming only, and will initially be available on a weekly basis, and then on demand. Xbox 
One or Windows 8.1 and broadband internet required; ISP fees apply. Halo 5: Guardians Beta: Game disc required. Limited-time beta starts 
December 27, 2014, and ends January 22, 2015. Must be 17+. Xbox One, broadband internet (ISP fees apply) and Xbox LIVE Gold membership 
(sold separately) required. Halo: Nightfall and Halo 5: Guardians Beta dates, content, and features subject to change. See www.xbox.com/halo 





www.pegi.info 





KNOWLEDGE 
FAVOURITES 





S Calman is a Scottish comedian, 
writer and actor who regularly guests 
as a panellist on BBC Radio 4 shows 
including The News Quiz and The 
Unbelievable Truth. In 2007, she won a 
BAFTA as part of the cast of Channel 4 
sketch show Blowout, while last year saw 
the debut of her first solo series, Susan 
Calman ls Convicted, on Radio 4. 
Throughout all of this, she's remained a 
passionate advocate for videogames. 


In 2011, you said on Radio 4's 
Dilemma that when you're driving you 
sometimes pretend to shoot people at 
traffic lights as if you're in Grand Theft 
Auto. Have you retained that habit? 
[Laughs] Sometimes, yes! It's the argument 
against videogames, | realise, that 
videogames are terrible because they 
increase violence. Well, no — it's just fun 
sometimes. It's just tun, | think, to shoot 
people at the traffic lights. 


Do you remember your earliest gaming 
experience, drive-by or otherwise? 

We had an Atari console and | remember 
my first experience was watching my 
brother play Indiana Jones. We had a 
BBC as well, so basically Chuckie Egg 
and those kinds of games. Probably 
because my big brother was playing 
them, | thought games were really cool. 
And then the first console | got was an 
N64. After that, | decided to get a 
PlayStation, because | had an American 
tlatmate at the time who told me Resident 
Evil was the best game ever. So we used 
to rent Resident Evil trom Blockbuster, then 
from the Friday until the Monday morning 
we would play it, and then l'd give it 


22 


QUIZZICAL 

Calman is currently on 
her first ever UK tour, 
titled Lady Like, which 
runs until April 2015. 
In between tour dates, 
she's working on a 
Radio 4 sitcom and a 
forthcoming comedy 
jam, and is reading a 
script for a new 
Channel 4 show. She'll 
also be hosting a new 
Radio 2 panel show in 
which she's "hoping to 
increase the gaming 
quotient on Radio 2 
with questions about 
gaming - | try to do 

it wherever І go. | 
generally do it 
because I think when 
you find another 
gaming nerd that you 
can really talk to 
about it, it's brilliant." 





My Favourite Game 
Susan Calman 


The comedian and writer on imaginary drive-by shootings, 
an obsession with Resident Evil, and gaming first dates 





back and then rent it again. We should 
have just bought it! And from then on l've 
been a PlayStation girl, to be honest. 


Is your wife interested in videogames? 
Well, one of the reasons that it works is 
that she is more of a gamer than | am. 
I'm not in the house very much and 
sometimes l'm not even out the door 
before | hear the PlayStation going on. 

| remember some of our first dates [when] 
we were just sifting and playing games. 


How about the people you work with? 
Most News Quiz panellists don’t come 
across as gaming-savvy. 
That might be something 
you could say, yes! | 
mean, a lot of comics 

of my generation play 
games, and sometimes 
I'll speak to [News Quiz 
presenter] Sandi Toksvig 
about it, but she has no 
interest at all in gaming. 
You know, | try to explain to her that 

to me it's a bigger issue than gaming: 

it's the art direction, it's the music, it's the 
expression. And there's a huge amount of 
controversy about women in gaming, but 
younger people come to my shows and 
stuff and | say | think it's a great thing for 
women to get into — not just in gaming 
terms, but in storylining, art direction, 
music. It's a bigger industry than just 
some guys in their pants shooting things. 


So yov're something of an evangelist? 
| try to say to people, "Have you seen 

The Last Of Us? Have you seen some of 
these other games?" It's much more than 


^| say to people, 
‘Have you seen 
The Last Of Us? It’s 
much more than 
what you might 
think gaming 157” 





[shooting]. It's much more than what you 
might think gaming is. So, | do try! 


Have any of the games you’ve played 
done a good job of representing 
women, or alternative sexualities? 
Well, the alternative sexuality thing is 
another debate, which is an interesting 
one. It's a diversity issue, rather than just 
a sexuality or gender one, and my view 
has always been that games are rubbish 
at it. But then so is television and film, you 
know? If you watch Ripper Street, which 
is an interesting show, women are 
slapped every five seconds for some 
unknown reason, but 

| don't turn my back on film 
or TV. | think the problem 

is that if you try to look at 
alternative sexualities to 

a be a representation of 
LGBT people in games, 

it's just not happening yet. 

| mean, there's no question 
that the game industry is 
really far behind anywhere else in that 
regard, but at the same time to me it's 
not about having a lesbian hero, it's just 
about having a woman who has genuine 
and understandable complex feelings. 


What's your favourite game? 

Now, | love all the games | know people 
are going to shout that | should love, but 
in terms of the excitement that | felt when 
| first played it, it would probably be 
Arkham Asylum. Now, there’s lots of 
others, believe me, but genuinely, while 
it has faults and it's repetitive and the 
combat system is problematic and 
everything else, | loved it. B 


Calman's current work 
includes writing a sitcom 
for Radio 4 featuring a 
female character who's 
into videogames 









KNOWLEDGE 
THIS MONTH 





WEBSITE 


Vin Hill art 





WEB GAME 


The Uncle Who Worked 


http://bit.ly/acvrisingsun ۴ uu 4 For Nintendo 
Aspiring concept artist Vin Hill А http://bit.ly/theuncle 
is looking to make a name for | 2 The latest unnerving horror 


himself in the industry with an 
Assassin's Creed-themed 
personal project. In it, Hill 
imagines a new game set 
during the Meiji restoration 
in Japan circa 1868. His pre- 
production work includes 
contemporary samurai outfits 
— which, of course, integrate 
the series’ iconic hood — 
detailed weapon designs, and 
some rather fetching sunset 
scenes of Kyoto. Hill has even 
conceived the player's path 
through the game, setting a 
route from Kyoto to Osaka 
before eventually reaching 
Tokyo, with the modernisation 
of Japan increasingly evident 
in each new city. The idea of 
playing a samurai assassin is 
certainly appealing, but with 
Assassin's Creed Chronicles: 
China on the way, Ubisoft 
probably won't be looking 

to Japan just yet. 


VIDEO 


The Genesis Power Team 
http://bit.ly/genesispower 
Music video director Tyler 
Esposito recently unearthed an 
old VHS tape that he and his 
father made in 1991. A promo 
video created in the style of 
contemporary videogame TV 
shows, The Genesis Power 
Team sees a rather shy 
Esposito and his effusive father 
attempting to promote the 
virtues of going 16bit to New 
York relatives still clinging to 
their NES. The pair rattle 
through a long list of games 
including Esposito's favourite, 
Castle Of Illusion, offering 
plenty of nostalgic appeal. But 
it's Esposito's relationship with 
his father — and their shared 
love of games - that gives 

the video another dimension. 


fiction from My Father's Long, 
Long Legs developer Michael 
Lutz is a collaboration with 
illustrator Kim Parker that 
explores nostalgia-tinged 
memories of a friend with 
connections. In this case, a 
pal's uncle who works for 
Nintendo and has access to all 
manner of exciting treasures, 
from limited editions of games 
to prototype consoles. But 
there's something darker 
lurking behind the tale's 
facade, which you unravel 
during a sleepover at your 
friend's house. It’s a short 
game, but there are six 
endings to find, and while 
essentially a text adventure, 
Parker's illustrations bring 
Uncle's universe into focus 
while some particularly chilling 
audio work will keep the game 
embedded in your mind for 
some time after its completion. 


| еі кі мыгы, Here 1з бе brig теге ГҮ. 


ЕТІ. 
іштің із Un dame wei ling кетігі; 


С Тағ ма там бт лені ы аны. 


Ag кан im nhà ar I тоа іне БЫ 
gle ін тиер Үн. PET 


А ise rmm ршы ian чет jim y Uu (шаа 


CELIA 








THIS MONTH ON EDGE 


When we weren't doing everything else, we were thinking about stuff like this 


BOOK 


Sega Mega Drive/Genesis: Collected Works 
http://readonlymemory.vg 

The result of a hugely successful Kickstarter campaign from the 

end of last year, Collected Works brings together a written history 

of Sega's console, authored by Guardian games editor Keith Stuart, 
with a remarkable compendium of game design documents, concept 
sketches, previously unseen hardware plans and vivid game and box 
artwork. Stuart's text is suffused with industry interviews featuring 
the likes of Sega founder David Rosen and president Hayao 
Nakayama. Even more names feature in a collection of 28 interviews 
with original Sega developers at the back of the book, which 
includes insight from key players such as Yu Suzuki, Naoto Ohshima 
and Yuji Naka. It's an attractive distraction for anyone with a 
passing interest in games, but for Mega Drive fans this is essential. 


TWEETS 


There's no such thing as a casual gamer 
really, just lazy game designers. 

Zach Gage @helvetica 

Game designer 


Irons fist QTEs 
Kevin Spacey, Hugh Ме still aren't done with 
Laurie - more pro actors them? Look, Dragon’s Lair 


in videogames, please was released іп 1983 Homophobes boycotting Apple because of 
Tim Cook's brave announcement are going 
to lose it when they hear about Turing. 
Joe Gravett @joegravett 


Independent business change consultant 


A Dead end 

The Walking Dead's long- 
running save-data issues 
infect some PS4 users 


Red potion 
Nintendo president 
Satoru Iwata is on the 


Writing and testing Al code is a good way 
mend alter surgery 


to reassure yourself that the Rise of the 

Robots is a looooooong way off. 

Bailing out Jake Solomon @SolomonJake 
Game designer, Firaxis 

The Tony Hawk game 

we played five years 


ago was Shred 


Birdman returns 
We haven't played 
a new Tony Hawk 
game in five years 


Arguing with a troll online is like trying 
to teach a goat to drive. No one's happy 
& your car is ruined & it's still a goat. 
Kumail Nanjiani @kumailn 


Dangerous times Comedian 


Elite: Dangerous has 
an official release date 


Expensive times 
That means we need 
new flight sticks, surely 








ІЗ ONLINE FPS 


чш 


“Ace sores En 


4 А 
D 2014 Crytek GmbH. All Rights Reserved. Crytek, CrgENGIME, Warioce тай their respective bagas are trademarks ar registered trad af the Crytek graup al companies in the EU. the USA & other territories. «cQ» CRYZNGIN = | 


= 








E -EXCIUSIVE- | 
INSIDE PSAS 
FIRST GREAT 
ADVENTURE 








Issue 273 


Dialogue 
Send your views, using 
‘Dialogue’ as the subject 


line, to edge@futurenet.com. 


Our letter of the month 
wins a SteelSeries Wireless 
H Headset, or an Apex 
keyboard plus Sensei 
Wireless Laser mouse 





steelseries 





26 








Drowned in sound 
It occurs to me that sound is an often- 
ignored part of games, both in terms of its 
design and how it effects our experiences. 
As a budding sound designer, I’ve become 
attuned to the state of our community’s 
general attitude to game sound, and it’s 
pretty shocking. Few reviews comment on 
sound, and while system specifications for 
PC games fetishistically list all the parts 
necessary for superb visual display, they 
never recommend a soundcard or advise 
you to use a 5.1 Surround Sound system. 
This really hit home when I started 
playing Alien: Isolation. The game sounds 
absolutely amazing, from the off-key violin 
shrieks behind you as you step 
through doors, daring you to 
look behind, to the death 
throes of Sevastopol Station 
(almost indistinguishable from 
human screams) and Ripley’s 
voice spoken intimately 
close to the mic. 


to be played in surround 
sound. This is the way it’s 
been mixed and edited, with 
full multidimensionality. The game’s sounds 
are produced to a cinematic calibre and they 
require a home cinematic system to be 
experienced properly. So why is this fact 
omitted from the system specification on 
Steam? Why doesn’t it appear on the game’s 
outer packaging? How many people are 
missing out? What does this say about the 
industry’s attitude to its sound designers? 
As gamers, we appear to regularly 
forget that sound plays just as important 
а role as vision in creating the environments 
we enjoy. System Shock 2 works because 
you can hear the moans of the mutants in 
the corridors, but you don’t know where 
they are, and ditto for Minecraft’s zombies 
and Creepers. The sound of footsteps 
creeping up behind you in PT is scary as all 
hell, and you can’t help but turn around 
when doors creak and slam shut. Even 


“Alien: Isolation 
is designed to 
be played in 
surround sound, 
Alien: Isolation is designed 50 Why isn’t it 
on the box?” 


non-horror games such as Sword & Sworcery, 
Rome II and Skyrim all use audio to both 
unify and enrich the gameworld and our 
experience of it. 

With games like Alien: Isolation and PT, 
we're just starting to see the results of a 
modern approach to game sound design. 
Games are telling us that they can be the 
forerunners of sound design, pioneers in 
the drive towards 3D and VR immersion. 
It’s about time we started listening. 
Ashleigh Allan 


Playing games through a surround sound 
setup is ideal but, like the graphics cards 
you mention, it’s tech that not everyone can 
afford. A good alternative is a 
fine pair of headphones, of 
course, which just happens to 
be one of the options available 
from the SteelSeries kit you’ve 
landed yourself. In the future, 
we'll try to be a bit more 
mindful of audio content 
during the review process. 


Online/offline 


When are developers going 
to learn about online launches? I am, of 
course, referring to DriveClub, which 
through a staggering combination of 
mismanagement and weak server 
infrastructure managed to arrive through 
the post with basically every feature Га 
bought the game for missing in action. 
Patching it ‘later’ is unacceptable when your 
whole marketing revolves around driving 
with friends, and while the singleplayer 
mode gives an enticing hint at what might 
have been — and apparently what reviewers 
reviewed — it simply isn’t good enough. 

It’s not the first time we’ve been burned 
by big promises and terrible launches. Sim 
City springs to mind, but so does Grand 
Theft Auto V and the Evolve alpha, for which 
I wasted over 12GB of bandwidth only to fail 
to connect to a single game. Yes, it’s ‘only’ 
an alpha, but it shows exactly how 


underprepared game server estimates are 

by default. Here's an idea: if you're going to 
make your game online-only, how about you 
build your infrastructure to cope with all 
the players who have paid to play your 

game on day one? 

In fact, anything else is surely gross 
misrepresentation. I would return an MP3 
player that couldn't play music until a week 
or a month after I took it out of the box, and 
I would expect a full refund. Publishers and 
platform holders likewise need to start 
being held accountable and losing revenue 
if they are ever to learn that you cannot lie 
to consumers. As it stands, they err on 
the side of buying the cheapest possible 
infrastructure and then watching as the 
servers topple over, shrugging and going 
back to totting up the shareholder reports. 
Phil Tully 


MP3 manufacturers don't tend to offer 
early-access releases, though. And if 
DriveClub were an MP3 player it would play 
music from day one — just not with other 
people. Still, it's definitely frustrating when 
a game launches with missing features — 
especially when they were available to 
reviewers. Of course, while it's not always 
true for downloads, in the case of retail 
releases you can return games for full 
refunds if you're not happy with them. 


Pretty vacant 

I am not, it has to be said, the most devoted 
Call Of Duty follower, but nor amIa 
detractor. But I am growing increasingly 
tired of the series' lack of any discernible 
artistry. I have no problem at all with Call 
Of Duty's bombast, blinkered linearity or 
repeating formula — these are all facets 
shared by Battlefield, which I also enjoy. 

But DICE's artists understand that explosive 
gameplay can be counterpointed by visual 
subtlety, whereas the people making 
Advanced Warfare seem to take a spray- 
and-pray artistic approach that's echoes 
the game's loadout. 


There are plenty of ostensibly next-gen 
graphical effects going on (usually all at 
once), but they feel slapped on over some 
pretty ugly geometry. The textures are 
samey and uninspiring, and everything 
feels incredibly busy, making it difficult 
to discern what's going on. It's already tough 
enough distinguishing your teammates 
from the enemy — unless they're stood 
right to you, everyone's a black smudge 
until you put your crosshair over them and 
reveal the blue outline that denotes allies 
(an appropriate colour, given the number 
of blue-on-blue atrocities l've committed 
as a result of this). 

I know it's a completely different style 
of game, but after playing Alien: Isolation 
my expectations for detailed science-fiction 
environments have been raised a great deal. 
A next-gen firstperson shooter should be 
dazzling to look at, but while Advanced 
Warfare occasionally looks impressive, it 
feels just as hampered by its last-gen 
versions as Ghosts did, only it's wearing a 
thicker layer of smeared-on next-gen 
makeup this time around. I'll admit that 
Advanced Warfare's character models look 
incredible in the cutscenes, but I can't 
help but feel that if they'd really tried, the 
whole game could have looked like that. 
Battlefield 4 had Xbox 360 and PlayStation 
3 versions, too, but it looked fantastic on 
my PlayStation 4 — it felt made for it, in 
fact, and only then downscaled for the 
older consoles, rather than warmed up 
after the fact. 

Richard Crooke 


Advanced Warfare's real achievements lie 

in how much is happening onscreen at any 
one time, and the pace everything clips 
along at, but Activision would surely 

admit that having to create 360 and PS3 
versions hindered the overall creative vision 
rather than helped it. At least COD's main 
focus is its multiplayer, which needs to be 
fast and stable — two things Battlefield 4 
struggled with at launch. 


DISPATCHES 
DIALOGUE 


www.facebook.com/ 
edgeonline 
Discuss gaming topics with 
fellow Edge readers 


New horizons 
There's something about visiting a new 
game world that's really exciting, but all too 
often these places are just a backdrop to 
whatever's happening in the story rather 
than places in their own right. I’m the kind 
of person who likes to explore in the brief 
quiet after a gunfight, or deliberately 
venture as far down the corridor to the left 
as possible before submitting to the game 
designer's obvious desire for me to take the 
one on the right. Which is why I was so 
pleased to see a game all about exploration 
over anything else on the cover of E273. 

From what you say, Rime sounds like it's 
been designed especially for me, and the 
obvious Ico and Shadow Of The Colossus 
references just make me even more excited 
about the prospect of striking out into its 
world. But I was also very excited to read 
about Assassin's Creed Unity in your preview. 
I've enjoyed navigating that series’ worlds 
over the years, but I kind of get bored of the 
games themselves quite quickly. It sounds 
like Ubisoft is making exploration much 
more a part of gameplay, and I, for one, 
hope they pull that off. 

And while I'm not particularly a fan 
of spaceships, I guess Elite: Dangerous 
represents that sense of adventure even 
more (even if No Man's Sky is more 
immediately appealing to me). But whether 
it's clambering up buildings, running around 
on an island or zipping about in uncharted 
space, it was certainly refreshing to see so 
many developers taking their worlds as 
seriously as the games they set within 
them. I really hope this trend continues. 
Alex Ritchie 


You’re right: it does appear to be a trend, 
and one that we're happy to celebrate 
with an Edge cover or two. In terms of it 
continuing, consider Jonathan Blow's 
The Witness and The Chinese Room's 
Everybody's Gone To The Rapture. We 
dare say The Witcher 3: Wild Hunt will 
offer up some decent views, too. Ё 


27 





Illustration marshdavies.com 


ere I am, golfing in the desert. Why am 
H: golfing in the desert? It doesn't 

matter. This, apparently, is where I like 
to golf. In a place that is literally nothing but 
a giant sand trap. The brownish-orange of 
the dunes, sculpted by some sadist into 
improbably angular forts and peaks; the 
Beijing-smog orange-grey of the sky; the pert 
little flag next to the hole where somehow 
I must direct the ball. I say “Г, but I am 
nowhere to be this  bleak 
environment. It's just the ball, the hole, and 
the flag. And untold miles of sand. 

When by some miracle the ball goes into 
the hole, the desertscape scrolls laterally 
a single screen, and the ball is pushed up 
from the old hole by some mechanism that 
makes a grating, rumbling sound. It is like 
some kind of satirical psychological-test 
machinery left around on an island like the 
one in Lost. A desert island, of course. 

Surely you are taking this desert too 
seriously, the sensible Edge reader objects. 
And perhaps I am. Desert Golfing is, after all, 
just a cunning little Angry Birds-alike 
in which you fire the ball not by swinging 
anything resembling a club, but by swiping 
your finger anywhere on the screen to trigger 
a familiar bow-and-arrow direction-and- 
strength mechanic. The fact that the ball 
bounces around on sand is important for the 
teasing physics of the game (the sand's 
friction and drag makes those moments 
when the ball is crawling towards the hole 
and finally drops in all the more delicious), 
but the environment is drawn so simply 
that it might sound silly to harp on too 
much about it. And yet, frankly, I find this 
desert fascinating, horrifying, funny, and 
oppressive. This is a desert of the mind. It is 
not a real desert. It is the desert of the real. 

We knew already, of course, that the 
simplest representations can be the most 
evocative. Desert Golfing reminds me in this 
way of the far more sophisticated arthouse 
tourism of Proteus, with its square white 
pixel blossoms and chunky trees, and the 


seen in 


28 


DISPATCHES 
PERSPECTIVE 


© 


STEVEN POOLE 


Trigger Happy 


Shoot first, ask questions later 





Frankly, | find this desert 
fascinating, horrifying, 
funny, and oppressive. 

This is a desert of the mind 


way it seems to be themed partly around 
a nostalgia for magenta as one of only a few 
possible computer-display colours. Proteus 
would not work in the same way — as a 
digital themepark of abstracted, idealised 
nature — if its animals had detailed faces, 
or if you could identify plant species, 
because it derives its aesthetic power from 
impressionistic generality. 

Yet Proteus, when it first came out, was 
one of those games that periodically generate 
passionate arguments about whether they are 
games at all. (Clue: it ran on a computer 
system, it wasn’t a media player or authoring 


tool or ‘productivity’ software, and it didn’t 
do anything unless you also did things. 
Therefore, it was a game.) It’s obvious, on 
the other hand, that Desert Golfing is a game, 
because golf is a game, and this 
simulation of it. Or at least, given the 2D, 
side-on viewpoint, a simulation of some 
type of game that is halfway between golf 
and, say, basketball. (Sometimes you feel 
as though you are trying to throw the ball 
into the hole.) 

But Desert Golfing is also a profoundly 
severe game, in that there is no practice 
possible, and no resetting of holes allowed. 
Instead, you just play one hole after another 
and your stroke count goes inexorably 
upwards. In this sense, Desert Golfing is 
existentially terrifying and  theologically 
unforgiving: sins (bogeys) can never be 
expiated or erased from the record. They just 
accumulate relentlessly throughout the game, 
like mistakes throughout a life. 

It must be the cruel abstraction of Desert 
Golfing, then, that reminds me of another, 
very different but also highly evocative game, 
based around a panoptical mechanic of 
achieving altitude and therefore visual 
command of the environment. It was Geoff 
Crammond's 1986 masterpiece The Sentinel, 
a moody, minimalist strategy game that gave 
a convincing impression of a solid 3D world 
even on 8bit computers. 

The official sequel, 1998's The Sentinel 
Returns, featured a properly polygonal world 
with colourful lighting, more detailed 
objects, and elaborate skyboxes. And because 
of this, it had less of the atmosphere that had 
always haunted me in the original — the 
feeling that The Sentinel’s monochrome 
polygonal landscapes were themselves a kind 
of perilous desert. Much less elaborate than 
The Sentinel, Desert Golfing is, too, only a 
game — but, as with all seriously crafted 
miniaturism, its aesthetic choices 
resonate far beyond the bezels of your phone. 


is a 


may 











Steven Poole’s Trigger Happy 2.0 is now available from 
Amazon. Visit him online at www.stevenpoole.net 





naTunrca.maoTion 





“а 


WE HIRE EXCEPTIONAL PEOPLE 
SO WE CAN MAKE AMAZING THINGS 


LONDON * OXFORD • Bossflis 


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NATURALMOTIONCAREERS.COM 











c 
О 
= 
© 
ы. 
Б 
іл 
= 


ust as I was about to tear open the plastic 

wrapper of Need For Speed: Rivals, my son 

warned: “Theres no multiplayer" It 
was a startling discovery, especially since 
I bought the game expressly to play it with 
him. After all, isn't a videogame two people 
challenging one another to a duel? 

That's what it meant for decades, anyway. 
In 1958, Willy Higinbotham made a 
makeshift tennis game that ran on the 
oscilloscope in his research lab. In 1962, MIT 
researchers made Spacewar, a twoplayer space 
combat game. Nolan Bushnell made an 
unsuccessful coin-op adaptation of it in 1971. 
The next year, he and Al Alcorn designed 
Pong, which allowed two players to compete 
with one another at an abstraction of table 
tennis. Four years earlier, Ralph Baer had 
made a similar game prototype for TVs. 
Atari's 1977 Video Computer System (AKA 
2600) and Mattel’s 1979 Intellivision 
continued the tradition for a time. Even at 
home, games were mostly trials waged 
between humans, mediated by a computer. 

It wasn’t the microcomputer but the 
minicomputer — the DEC PDP in particular 
— that had birthed games like Spacewar, and 
while it was a social computer, used in 
research labs, it was also a solitary one. 

That’s where the adventure game arises. 
In the early 1970s, William Crowther made a 
simulated caving game he could play on the 
PDP-10 minicomputer at his employer, a 
defence contractor. He thought the game, 
Colossal Cave, would give him something to 
do with his daughters when they visited. 
Crowther had recently been divorced, and 
ironically the solitude of separation served 
up the time necessary to write the game 
in the first place. 

It was played by typing commands into a 
computer, which would parse and interpret 
them as movements and actions. It was an 
idea Crowther borrowed from MIT researcher 
Joseph Weizenbaum’s 1966 ELIZA program, a 
virtual Rogerian psychotherapist. Much to 
Weizenbaum’s chagrin, sometimes it didn’t 


30 


DISPATCHES 
PERSPECTIVE 





IAN BOGOST 


Difficulty Switch 


Hard game criticism 





Games supporting multiplayer 
modes like this are curiosities. 
They are indulgences, 
often infantilised ones 


matter that ELIZA’s ‘patients’ knew it was a 
program and not a human interlocutor. 

Eventually, we could play both single- and 
multiplayer games on consoles, arcade 
cabinets, and on PCs, but the personal 
leaned towards the 
solitary experience of the player versus a 
computational foe or environment, while the 
console retained the social experience of 
twoplayer challenge first conceived in the 
research labs of the 1960s and the arcades of 
the 1970s and 1980s. 

The social contexts for these apparatuses 
largely set the stage for how they were used 


computer always 


for games. The microcomputer was a solitary 
device, a work appliance meant to make tasks 
more efficient. It was (and still is) a single 
terminal best used by an individual. The 
coin-op cabinet could be played alone, but 
was large enough to be shared — and it was 
situated in the raucous social setting of the 
tavern or arcade. And the home console was 
stationed in the living room or den, the great 
new electronic hearth of 20th century living. 

Today, a different shift has taken place. 
The arcade has long since atrophied, but both 
the PC and the console are now implicated in 
a different, larger social space: the Internet. 
Being online is now something we can do 
all the time, everywhere. In fact, being 
online is the norm, bar the actual failure of 
communication infrastructure. When you 
can go online, what point is there in 
differentiating the desk from the den? 

Today, games that support play in the 
sense I wanted with Need For Speed are 
curiosities. They are indulgences, often 
infantilised ones. Mario Kart and Super Smash 
Bros offer childish exceptions that kids and 
adults alike feel no need to apologise for, but 
otherwise the splitscreen, twoplayer shooter 
or driving game or fighting game has been 
largely excised in favour of online play. 
Colocation is unnecessary, inconvenient. 

The videogame is not alone in having 
abandoned the electronic hearth. The 
television is also in decline, replaced by 
streaming digital video to phones and tablets 
and computer monitors. Increasingly, TV is 
also something we watch alone, or at least 
not colocated with our fellow viewers. 
Competitive, twoplayer head-to-head games 
forced us to share that device, to make room 
for one another within it — literally in most 
cases, both via split screens and via our 
bodies’ positions on chairs and couches. The 
end of splitscreen is nigh, and with it, half a 
century of games as contests between two 
parties who can look one another in the eye. 











Ian Bogost is an author and game designer. His award- 
winning А Slow Year is available at www.bit.ly/1eQalad 





THE WORLD'S LARGEST COMMUNITY 
OF NEXT-GEN GAMERS 







ary 


сее 


\ 
е N WI 






@ Qi 
NI N | 


SN 
ў 





WHERE THE 


- PLAYERS?" 





PlayStation® Store via your uk.playstation.com/playstationplus Your local retailer 
PlayStation® console or PC 


AlayStation*Plus content and services vary by subscriber age. PiayStatlorPius subscription only available to Sony Entertaiment Network account holders with aces to Рау Зак ине and high-speed internet. Sony Entertainment Network, PlayStation® Store and PlayStation® Pius subject tn terns of use and 

not available in all countries and languages; PlayStation*Plus content and sew ices wary by subscriber age; PlayStation® Piss subsciiptioa auibaaScally renews at fe end of fhe subscription period and youwill be charged in accordance with the SEN Terms of Serie. Users must be 7 years or olderand users under 

18 require parental ansent- eu.playstation.comvlegal Service availability і not guaranteed Online features af specific games may be withccawn on reasonable notice - eu playstation comy gamesewers " Ji." and "Play Station” are registered trademarks of Sony Computer Entertainment Inc. Als, "Sra" Ба 
trademarbof the same company. AB other trademarks ave fe property of their respective owners. 





Illustration marshdavies.com 


DISPATCHES 
PERSPECTIVE 





аќ 


NATHAN BROWN 


Big Picture Mode 


Industry issues given the widescreen treatment 


hile I used to play a lot of Street 

Fighter, I don't any more, because 

it has recently become crushingly 
apparent that the pitter-patter of tiny feet is 
quite incompatible with the clickety-clack of 
an arcade stick. But for a number of years, 
Street Fighter IV was just about all I played, 
and it was certainly all I played online. 
Endless Battle mode was a Friday evening 
fixture, а weekly, wine-soaked, winner- 
stays-on session with seven friends. But 
Ranked matches were different: single 
face-offs against anonymous foes, all of them 
playing to win and prepared to resort to all 
manner of nefarious tactics to do so. It was 
horrible, in an irresistible sort of way. 

One particular match against an 
unpleasant Ken sticks in the memory. Ken 
had a bad rep in those days, seen as the 
choice of the brainless, winning by mashing 
dragon punch inputs all match long. I play 
Ken too, and have long seen it as a sort of 
duty to repair his reputation. I try to play 
him with style and respect. Against another 
Ken, though? One like this? Forget all that. I 
can mash with the best of them. 

I lost, horribly, and the ragemail arrived, 
my opponent taking loudly homophobic 
offence at my having dressed Ken in a 
shocking pink cowboy outfit. I got my own 
back by inviting them to an Endless lobby, 
waiting until they joined, then leaving the 
room for ten minutes to pop the kettle on. 
When I returned, they were gone, and there 
was another message waiting. “Come on 
Freddie Mercury start the match u fukin 
dickhead.” Stuff like that. Another invite, 
another exit, another message. Forty minutes 
later, he was telling me to stop harassing him 
or he'd report me to Microsoft. I won, 
horribly, and while it made me feel better 
about the loss and the abuse that followed, 
I couldn't help but question how I was 
choosing to spend my free time. Га just 
spent 40 minutes in the kitchen drinking a 
frankly unnecessary amount of tea and 
cackling at a man on the Internet. 


32 





Perhaps if games stop 


putting players in a situation 
that will make them angry, 
everyone will get along fine 


It was enough to put me off online 
gaming, for the most part, for a few years. If T 
did play online, it was either with friends or 
with no headset, my account preferences 
tweaked so that randoms couldn't send me 
messages. Whenever a developer claims their 
in-progress game is going to revolutionise 
co-op, seamlessly matchmaking groups of 
random players who will have the time of 
their lives, I am immediately sceptical. 
People, after all, are awful. 

And then there was Destiny. I rolled my 
eyes when a Bungie dev at a preview event 
described how I'd be struggling against a 


tough foe and would be saved by other 
players coming over the hill with rocket 
launchers. I thought it more likely they'd 
hang back, wait for me to die, then stroll in 
to mop up and take the spoils for themselves. 
Imagine my surprise, then, that this has the 
friendliest online playerbase a big console 
game has had in years. 

In Destiny, I chat cordially with players 
I've never met. I am revived in boss fights by 
players many levels higher than me whose 
time I am clearly wasting. A few nights ago, 
out patrolling the Moon, I saw another player 
running along a high ledge towards a loot 
chest. Destiny's chests spawn randomly, and 
disappear a few seconds after first opened, 
though they dish out loot to all-comers in 
that period. This unknown Guardian saw me, 
waved, pointed back down the way to show 
how he got up onto the ledge, then waited for 
me to join him before he opened the chest. 
I was stunned. Even PvP seems to be fine, 
perhaps because you can't really complain 
about anything in such a deliciously broken 
multiplayer mode. Ragemail, headset abuse, 
griefing: all have become accepted standards 
in online games, and particularly in online 
shooters. In Destiny, the first major online 
game of the generation, there's none of it. 

Ever since Halo 2's online community 
turned racist, sexist, homophobic headset 
invective into a massmarket pursuit, we 
have collectively, and understandably, blamed 
the players. But it only takes one person to 
lower the tone, and mob mentality is such 
that it will become progressively lower as the 
virus spreads. It’s how a difference of 
opinion leads to death threats, and a stolen 
kill to a volley of racism. Perhaps, as Destiny 
suggests, it's simply a question of design, and 
if games stop putting players in a situation 
that will make them angry, everyone will get 
along fine. By that logic, I should never 
play Street Fighter again, and we should all 
probably quit Twitter for good. 


Nathan Brown is Edge’s deputy editor, and he has some 
pretty choice jokes about your mother to share later 


4 










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36 





THE GAMES IN OUR SIGHTS THIS MONTH 


38 


42 


46 


48 


50 


52 


Battlefield Hardline 
360, PC, PS3, PS4, Xbox One 


Battleborn 
PC, PS4, Xbox One 


Tearaway Unfolded 
PS4 


Puyo Puyo Tetris 
PS4, Xbox One 


There Came An Echo 
PC, Xbox One 


Axiom Verge 
PC, PS4, Vita 


52 


52 


52 


52 


Captain Toad: 
Treasure Tracker 
Wii U 


Evolve 
PC, PS4, Xbox One 


Return Of The 
Obra Dinn 
PC 


Where The Water 
Tastes Like Wine 
PC 








Explore the iPad 
edition of Edge for 
extra Hype content 


The bad touch 


Mud sticks, but it's a special kind of sticky in videogames. When a beloved 
band releases a bad album, or a revered director puts out a stinker, it's their 
personal stock that falls, and theirs alone. Few pin the blame on the record 
label or film studio that allowed it to happen. We see music and films as 
being made by individuals — or small groups of them. When a game goes 
bad, the entire studio tends to carry the can. 

This issue, we look at two games whose very announcements were 
greeted with suspicion. Battlefield Hardline (p38) is being developed by 
Visceral, which has never made a game in this series before, but still finds 
itself saddled with its legacy. After all, a series of botched online launches 
was a large contributing factor in publisher EA being voted the Worst 
Company In America two years in a row. Given Visceral’s history as the 
studio behind Dead Space, and Battlefields neverending multiplayer 
problems, it's understandable that the studio is trying to focus attention on 
Hardline's singleplayer component. Until the game has launched, however, 





MOST 
WANTED 


Game Of Thrones Fire TV, PC, 
others TBC 

Winter is coming, and so too is Telltale's 
take on George RR Martin's novels, with 
the first episode confirmed for release 
before the year is out. Details remain 
scant, but here's hoping player choice 
will be more important than in the 
disappointingly linear Wolf Among Us. 


Galax-Z PC, PS4, Vita 

17-Bit's 2D space shooter has resurfaced. 
Still drawing on a Saturday-morning 
anime style, it’s now one part physics toy, 
one part Roguelike. But it’s the advanced 
Al that intrigues. With dogged pilots who 
employ smart tactics, it promises to be 

a very special kind of bullet hell. 


Crackdown Xbox One 

Sunset Overdrive's bounding open-world 
chaos has whetted our appetite for a new 
Crackdown which, if it even comes close 
to the multiplayer promise of the reveal 
trailer shown at E3 in June, will be an 
explosive addition to Xbox One’s lineup. 


suspicion will prevail, whatever the developers do or say in the meantime. 


Yet for all the anti-EA sentiment, at least the Battlefield 
games that land on retail shelves look the same as they 
did in previews. Gearbox Software, maker of Battleborn 
(642), is still trying to live down the furore over Aliens: 
Colonial Marines, which looked excellent at trade shows 
and preview events and like a completely different, 
dramatically worse game in its final form. Gearbox is 
making all the right noises about its blend of MOBA, FPS 
and fighting game mechanics, but it has to sell more than 
a new idea to players, it has to sell itself all over again, 
proving that it has more to offer than Borderlands or 
empty promises. A band can make another album, and 
a director another film. Yet one bad game too many can 
kill an entire studio, spelling unemployment for hundreds. 
In games, there's a lot more than reputation at stake. 








38 


BATTLEFIELD 


HARDLINE 


Is Visceral's military shooter in a new 
uniform cut out for police work? 


Publisher | 


Developer 
Format 
Origin 


Release | 


EA 

Visceral Games 

360, PC, PS3, PS4, Xbox One 
US 

March 17 (NA), 20 (EU) 





here was never much hope that Hardline 

— the first Battlefield to star a member 

of US law enforcement — would be a 
vehicle for serious social commentary, as 
timely as such comment might be in the wake 
of the violent clashes between enforcers and 
protesters in Ferguson, Missouri, which have 
underlined the extent of the US state police’s 
dependence on military-grade hardware. 
Hardline is certainly alive to the appeal of the 
latter, but this also means it risks provoking 
a scandal by courting a real-world parallel too 
energetically. Even disregarding the fallout 
from the previous two Battlefield launches, 
this is surely not an enticing prospect for EA, 
a publisher still living down its twice-awarded 
Worst Company In America tag, and facing 
nomination for the award again this year. 

Thus, Hardline appears to be a game about 

police work in much the same way that Call 
Of Duty: Black Ops II was a game about drone 
warfare: it’s content to scrape the surface of 
troublesome issues for atmospheric purposes, 
taking its cues from road-tested explorations 
of those issues in television and films such 
as Michael Mann's Heat. Executive producer 
and Visceral GM Steve Papoutsis’s thoughts 
are predictably deflating. “We by no means 
wanted to create a political statement with 
our game,” he tells us. “We’re making an 
entertainment experience, just like you see on 


TV and film. Recently, there have been some 
events that are very sad and not cool, but our 
game isn’t the platform to take that on. We 
never intended any political undertones.” 

And yet the portrayal of Miami’s suburbs 
is arrestingly charged. An early mission begins 
with a drive through a rough neighbourhood 
in search of an underworld boss that sees 
player character Nick Mendoza riding shotgun 
while his partner, Khai, doles out exposition 
and banter. It’s a familiar introductory device, 
but worth it for the social backdrop. At an 
intersection, a well-built young man lingers in 
front of the bonnet to shoot the detectives an 
ominous look. Later, a bedraggled old-timer 
staggers up to the windshield toting a rag 
and spray; when waved away, he screams an 
imprecation at the vehicle as it crosses a train 
track. Long before the shooting begins, there’s 
a sense of being under siege, protected yet 
exposed by the cop car and what it represents. 


The audio design, meanwhile, puts in a 
fine impersonation of the crowded soundtrack 
of an American metropolis. Sirens, the hum 
of distant planes, music and laughter seep 
into one another as Mendoza and Khai 

tiptoe through grubby tenement courtyards, 
throwing bullet casings to distract watchful 
gangsters. There’s doubtless an intriguing 
story to be told against such an elaborately b 





Steve Papoutsis, 
general manager 
of Visceral Games 








ABOVE Calling shotgun takes 
on a more literal meaning 
when you can keep shooting 
from the passenger's seat, 
or pop out the window to 
continue your drive-by. 

LEFT The series' focus on 
teamwork is intact, the 
multiplayer modes doling 
out points for successful 
break-ins, loot collection, 
and disarms as well as 

kills and squad wipes 


39 








For all that there's powerful 
realism in the campaign's 
opening moments, it's soon 
discarded for bank heists 
torn from the GTA playbook 
and, rather less plausibly, 
The Dukes Of Hazzard 


40 








BATTLEFIELD 
HARDLNE 


researched and rendered backdrop, but 
Mendoza's doesn't feel like that yarn — so 
far, at least. A hot-tempered rising star from 
the streets with daddy issues, he seems too 
obviously the result of a fondness for pulp 
fiction to inspire much empathy. 

In any case, the campaign soon escalates 
beyond street-level naturalism, becoming a 
taut action extravaganza with zipline getaways 
that call to mind the bank robbery from The 
Dark Knight. These sections merge tools from 
the numbered Battlefield games with open- 
ended setpieces that are clearly influenced by 
Far Cry 3's outpost assaults. It's here that the 
campaign is strongest, and it all starts with a 
gadget. While shadowing a wired-up goon, 
the aptly nicknamed Tap, Mendoza is handed 
a police scanner that can be used to radar-tag 
hoodlums and objects of note, such as crates 
of weapons or alarms. Equipped with a scoped 
mic, it also offers a means of eavesdropping 
on suspects and scouring crime scenes for 
evidence, a mechanic that feeds into an 
overarching subplot in which you assemble 
a case against underworld kingpins. 


From this point, many encounters settle 
into a familiar pattern. You'll mark up all the 
enemies in the area, sniff around for flanking 
routes, vantage points and entrances, then 
pick your guns and go on the offensive. The 
addition of a grappling hook and zipline 
launcher complement this tactical freedom, 
as do the larger, tiered environs — you might 
ascend to a garage roof in order to get a better 
view, then zipline into the middle of the 
enemy position, LMG at the ready. A later 
encounter flips this around, calling on you to 
hold the floors of a penthouse office against 
SWAT troopers equipped with flashlights 

and shotguns. Meanwhile, the frequency of 
equipment crates, which allow loadouts to be 
customised mid-mission without penalty, is 
an incentive to experiment. This stems, says 
Papoutsis, from the realisation that players 
used only a fraction of Battlefield’s lovingly 


crafted tools of destruction in past campaigns. 


“They have their shotgun, they have their 
pistol, and they’re done,” he explains, ruefully. 
The arsenal is more diverse, too, taking in 
weapons born of the new premise, such as 
snub-nosed revolvers, nightsticks and tasers, 


as well as old favourites, such as tactical 
shotguns, sniper rifles and RPGs. As ever, 
optional scopes, magazine modifications and 
camo schemes are in abundance. There’s a 
new progression system, however, which is 
again designed to encourage players to try out 
new toys as they progress. Those who opt for 
noisy tactics earn points towards the Loose 
Cannon bracket, while ninjas climb the ranks 
in Perfectionist, with rewards for each. It’s 
not quite Paragon versus Renegade — there 
don’t appear to be plot repercussions for the 
Die Hard approach — but it could lead to a 
more flexible, replay-friendly shooter. 
Hardline also seems a cleaner fit for stealth 
than past Battlefields. Nonlethal takedowns 
are cleverly handled: you’ll need to flash 
Mendoza’s badge to hold up the target, then 
keep them in your sights until you’re close 
enough to slap on the cuffs. This is trickier 
when more than one criminal is involved: 


A grappling hook and zipline 
launcher complement tactical 
freedom, as do tiered environs 


the longer a suspect is left, the greater the 
risk of counterattack, and you can’t collar 
enemies once they’re fighting you. Some foes 
are subject to arrest warrants, which can be 
cashed in provided you complete the job 

and don’t waltz your mark into a trip mine. 

It all adds up to the most promising 
Battlefield singleplayer component in recent 
memory, though there’s still room for 
improvement. The open-ended tussles over 
fortifications are an unambiguously good 
move, as are the incentives to try out every 
weapon in the locker, but there are still plenty 
of humdrum sequences, such as missions in 
which you follow an AI character’s scripted 
lead. In this regard, as in its portrayal of 
suburban deprivation, Hardline feels like a 
transition project for Battlefield, a game that 
hasn’t quite gone the distance. It’s testament, 
at least, to Visceral’s creative chops that a 
Battlefield campaign finally seems as worthy 
of discussion as the multiplayer. If nothing 
else, there will be something worthwhile to 
do when the servers fall over on launch day. M 





A touch 
of frost 


While still largely 
DICE's creation, the 
Frostbite engine has 
become a company- 
wide collaborative 
project — each studio 
that uses the tech 
feeds ideas back into 
a shared codebase. 
"A lot of the fixes 
that you see in the 
wild for Battlefield 4 
come from all across 
the studios," says 
Papoutsis. "It's a 
collective effort to 
improve the overall 
stability for the games 
using Frostbite." 
Visceral's chief 
contributions this 
time consist of new 
Al routines and 
revised handling for 
civilian cars. But, as 
Papoutsis says, "There 
are small things that 
might not make a big 
difference to people. 
For instance, when 
our cars collide in 
multiplayer, they 

can trade paint. And 
we've added screen- 
based reflections, 
where ground 

water might reflect 
the characters." 


TOP Rescue mode is a five- 
on-five, six-round-long 
challenge to save or defend 
hostages. Death is also 
permanent each round, 
adding to the tension. 
RIGHT Outpost assaults 
borrow from the Far Cry 
template, giving you several 
ways to approach the base 
and a tool with which to 
tag up patrolling guards 








TOP Hotwire mode places 
the emphasis on vehicular 
combat, the criminals 
charged with grabbing 
marked cars and then 
making good their escape. 
ABOVE Mendoza and his 
partner, Khai Minh Dao, will 
work increasingly off the 
books, with corruption and 
power themes of their tale. 
MAIN The improvements to 
Frostbite include the ability 
to trade paint — something 
you can expect to see a 

lot of in Hotwire matches 


41 








Oscar Mike is Battleborn's 
take on the vanilla FPS 


grunt: assault rifle in hand, 
frag grenades at the ready 


42 


BATTLEBORN 


A postAliens Gearbox seeks 


rebirth through the ‘hero shooter 


Publisher 
Developer 
Format 
Origin 


Release | 


2K Games 
Gearbox Software 
PC, PS4, Xbox One 
US 

2015 





ith legal proceedings over Aliens: 

Colonial Marines still rumbling on, 

Gearbox's recent failures won't be 
forgotten quickly. But while their influence 
is felt in how we're shown Battleborn (more 
on that later), this is a game that exhibits 
more in common with the studio's greatest 
homegrown success than its licensed letdown. 
The hook is that it casts the net even wider 
than Borderlands, harvesting bits of fighting 
games and MOBAs as well as RPGs to splice 
into the firstperson shooter, which can still be 
considered the foundation of the gameplay. 
Gearbox even has a name for its new 
amalgamation: the hero shooter. 

“A lot of the process by which we came 
to create this came down to, ‘What would 
you love to be able to ао?” design director 
John Mulkey says. “What do you like from 
different games, and can they work together? 
The in-match levelling was a really cool 
iteration on RPGs that we saw MOBAs were 
pulling off. But we’ve pulled in a lot of things.” 
The setting for Battleborn’s cross-genre 

experiment is the last star left in the universe. 
A race of spindly photophobic aliens known 
as the Varelsi have extinguished all but this 
one, and survivors from species across the 
galaxy have convened on its surrounding 
planets to fight back in fiveplayer co-op 
and five-against-five competitive play. 


The MOBA is felt most prominently in the 
level design, in which arena-like settings are 
punctuated by more linear areas that give 
the campaign’s narrative time and space to 
unfold. It’s also front and centre when the 
Helix Menu, a level-up screen presented like a 
DNA strand, appears — characters level up 
roughly once a minute during every round, 
each advance presenting you with a binary 
choice: do you want faster movement speed 
or more ammo? Damage or buffs? Then, a 
minute later, there’s another decision to make. 
It means character growth can be steered in 
different directions depending on how a 
round is going, and gives you the chance to 
identify and fix weaknesses in your team. 


With the game in what Mulkey describes 
as “pre-pre-alpha”, he’s reticent to define the 
longterm progression systems, but they’re 
there, and they bring to mind another possible 
influence that this time he doesn’t vocalise. 
“At the top, you have a command level — 
that’s your profile. And in your profile you 
have many Battleborn that you collect. 
They’re your action figures, you know?” 

Is it reductive to hear this, drink in the 
friendly art direction and think of Activision 
cash cow Skylanders? Possibly. The action 
figures in question are figurative, and as far as 
Gearbox has mentioned thus far, not part of ж 





FROM TOP Scott Kester, 
art director; John 
Mulkey, design director 





Gearbox wants you to see 
your favourite character 
archetype from cinema, 
literature or games within its 
roster and bond with them on 
those terms, as evidenced by 
Thorn, the lithe elven archer 








Though the universe's 
inhabitable area has reduced 
to the proximity of just one 
star, the narrative doesn't 
nix the possibility of 
environmental variation 





With one of the most 
disproportionate head-to- 
body ratios in videogames, 
Montana's appearance belies 
his gregarious nature. So far 
he's hoarding all the best 
mid-game one-liners, too 


AA 





BATTLEBORN 


а microtransaction ecosystem. But it suggests 
a desire on the studio’s part to bring ina 
younger audience. Art director Scott Kester 
responds: “I think with this game, I visually 
wanted to cast the net as big as I could. We 
didn’t want a barrier that would lead people 
to say, ‘No, I don’t want my kid to play that.” 
Said child may take a while to grasp 
Battleborn's metagame, though. *Each of your 
Battleborn has a character level that raises 
through earned experience,” says Mulkey. 
“We also have earned currency, through which 
you can purchase these packs of what we're 
calling Salvage. So the Wolf Spider thing we 
destroyed [during the gameplay demo], you 
would get the head of that as a Salvage where 
you can rip it open and inside are mods. You 
can carry a number of those into each combat 
with your character and apply them to a role. 
“There are different tiers of rarity 
associated with those, and there's a ton to 


That's going to be the draw: 
being the best kunai-slinging 
fungus on the battlefield 


explore. T'here's also going to be a crafting 
system in which you can create those. There's 
a huge amount of meta-gameplay there.” The 
minute-by-minute levelling seems unlikely to 
diminish your sense of ownership over a 
character longterm, then. In fact, it's even 
possible to unlock Mutations within the Helix 
Menu that offer different choices as you level. 

Would Street Fighter diehards recognise 
their genre's tenets here, as Mulkey suggests? 
Well, animations are all hand-drawn and 
designed to emphasise one stance per action, 
letting you know in an instant whether a 
teammate just launched a special attack or 
buffed you. “You know how in fighting games, 
it’s mostly just poses, and a couple of frames 
between those?” Mulkey asks. “That’s the way 
we approach our characters. Scott goes in and 
sets up key poses for each character, almost as 
if it was a fighting game. So it’s like, ‘Here’s 
the strikes; here's the recoils...’ And then we'll 
build our animations off those key poses.” 

It’s a subtle enough nod that you could 
play through the campaign and never think of 


Hadoukens, just as it’s conceivable that 
without having played Dota 2 or League Of 
Legends you could also mistake the MOBA 
elements for a hyperactive take on RPG 
staples. What’s unmistakably fresh about 
Battleborn — and thus key to its potential 
success — is that there’s a vast breadth of 
playstyles possible via its broad cast. Each 
hero is designed, Mulkey says, as if they were 
“the main character in their own standalone 
game”. Of the nine revealed so far, taking in 
the likes of an even more steroidal incarnation 
of Team Fortress 2’s Heavy and a mushroom 
adept with throwing knives, none appear to 
borrow each other’s animations, attack types 
or playstyles. That’s going to be the draw: 
being the best kunai-slinging fungus on the 
battlefield and knowing the particular abilities 
you offer (each character has three unique 
powers, plus an Ultimate) can’t also be offered 
by the next guy, barring the circumstance that 
they’re playing as the same character, levelled 
up in exactly the same way this round, and 
carrying the exact same Salvage items. 


While Gearbox showcases its new 
game, however, two ghosts of past projects 
haunt the presentation. By playing a pre-alpha 
build live in front of journalists and making 
us aware that mechanics and names might 
change along the line, the studio wordlessly 
acknowledges the lessons it learned about 
transparency from the Colonial Marines mess. 
But there’s something else about Battleborn 
that’s almost embarrassing to write: it isn’t 
Borderlands. This summer, studio head 
Randy Pitchford suggested that expectations 
for a third game might now be so high they 
couldn’t possibly be met. To all intents and 
purposes, no such game is in development. 
Battleborn might be the studio resetting the 
clock on those expectations, adjusting the 
formula enough for this to be considered 

a new project, even if it is one that keeps the 
foundations of its celebrated series intact. 
Given the longform leanings of the genres it 
fuses, it'll take dozens of hours to uncover 
whether that revised formula is as robust as 
the one powering Borderlands. All we can be 
certain of is that Gearbox is being careful 
about what it promises — it knows more 
than its reputation is on the line this time. BM 





The hard cel 


Before building 
Battleborn's art style 
from the ground up 
as art director, Scott 
Kester played a key 
role in developing 
Borderlands' cel- 
shaded (or if you're 
Randy Pitchford, 
absolutely not cel- 
shaded) visuals, and 
designed most of the 
main characters in 
the first and second 
games. "| started on 
Borderlands 1 before 
the style change," he 
says. "We had to redo 
a bunch of it, but 
there was a starting 
point. This one was a 
challenge, because we 
started with nothing. 
We re-used nothing." 
Could the studio's 
penchant for radical 
rethinking affect the 
work he's done so 
far on Battleborn? 

"| don't think it's 
necessarily studio 
policy to go, 'Hey, it's 
the 11th hour, let's 
change everything!’ 
Please, God, | hope!" 





TOP LEFT The Varelsi's many 
sharp angles seem to bleed 
plumes of darkness into the 
air as they encroach on your 
position. Dip Slender Man in 
an inkwell and we imagine 
you'd have the same effect. 
TOP RIGHT This being a quasi- 
MOBA, the vast majority of 
your enemies come in 
minion form, like these 
easily dismembered robots. 
MAIN Melee-centric Rath is 
art director Scott Kester's 
personal passion project, 

so adamant is he on the 
merits of including a dual- 
katana-wielding playstyle 


FAR LEFT The clean art style 
is as dictated by necessity as 
emotion — any fussier and all 
the information presented 
to you could easily begin 

to overwhelm the screen. 
LEFT Battleborn's animations 
take the idea of Team 
Fortress 2's instantly legible 
silhouettes one step further, 
letting you know what every 
player's doing via bold poses 


45 





Publisher SCEE 
Developer 
Media Molecule 
Format P54 
Origin UK 
Release 2015 











TEARAWAY 


UNFOLDED 


Bigger, better, more cauliflowers 


nfolded's not quite a remake, but nor is 

it a sequel, and that's far from the only 

unconventional thing about Tearaway's 
translation to PS4. Media Molecule certainly 
has a few unusual ideas about how to use all 
the extra horsepower the console offers over 
Vita. ^We've got a few levels that have infinite 
cauliflowers being chucked around,” says 
creative lead Rex Crowle, before explaining 
how the vegetable has fallen out of favour. 
“They’re hard to buy these days,” he says 
sadly. ^We're trying to bring them back.” 

That's entirely in keeping with Tearaway's 

plucky underdog spirit. Adored by critics but 
widely overlooked, this inventive papercraft 
platformer was an ode to the unfashionable, 
as much a love letter to its host hardware 
as to the material its world was built from. 
It's strange, then, to see it being brought to 
another platform, particularly when Crowle 


admits “we really wanted it to feel almost 
like Tearaway had always been inside of the 
Vita, and somehow it was just revealed to 
you when the game launched" 


Unfolded came to be after Media 
Molecule saw its game on the biggest of big 
screens on Sony's stage at E3. The boldness 
of the art held up, and the subtle details and 
environmental animations were easier to 
discern across a larger canvas. So the studio 
knew that visually Tearaway would shine 

on a ТУ screen, but how would the game 
itself — and, perhaps more pertinently, its 
control scheme — translate? 

Rather than remapping features, Crowle 
was keen to take a fresh approach. At first, he 
invited his team to treat DualShock 4 not as a 
videogame controller, but as an alien artefact. 
“Imagine you just found it and [were] trying 








LEFT Unfolded will give its 
players more room to take in 
their environment, though 
Crowle is keen to avoid 
reusing chunks of levels to 
increase the game's runtime. 
"We're trying to let each 
section introduce itself a 
little bit more, so you feel 
like you're travelling across 
this world rather than just 
jumping from one intense 
section to the next" 





Media Molecule's Rex 
Crowle, creative lead 
on Tearaway Unfolded 


Crowle fondly acknowledges 
past 3D platformers like 
Rare's StarFox Adventures as 
a key influence. "[They're] 
just really nice worlds to 
settle into and return to" 








to investigate it, and work out what it's for, 
and you don't necessarily have all the baggage 
of what it's supposed to be used for.” 

Crowle says it was equally crucial for 
players to still feel they were able to influence 
the game world without being able to directly 
push their fingers into it, which presented a 
challenge. Using the DualShock 4 touchpad 
as a touchscreen replacement made no sense, 
given the extra degree of separation between 
the player's digits and the game world, yet 
the notion of paper moving and transforming 
in the style of a popup book was considered 
an essential part of the equation. 

The trick to solving this particular 
dilemma, Crowle explains, was to honestly 
address the hardware differences and 
acknowledge the space between the player 
and the ТУ screen. “There is [now] a gulf 
between the character in the world and you 
outside it, and we've played with that a little 
more,” he says. “That’s where one of the core 
mechanics comes from — the idea that the 
messenger can pick up items and then throw 
them out of the game for you to catch in your 
controller. But obviously, as the game goes 
on, we want to give that feeling that the 
distance between the two of you is slowly 
decreasing, that you're getting closer." 

After several early ‘feature jams? the new 
wind mechanic was born. You can use the 
controller's touchpad to send powerful gusts 
into the world, parting seas and sending 
Atoi or Iota — the game's returning pair of 
envelope-headed player characters — flying 
through the air. You'll be passing over the 


While the world is larger, 
you won't be staring at mini- 
maps or laying waypoint 
after waypoint. "We spent a 
long time playing with the 
scale," Crowle says, "trying 
to work out what sort of 
environment we could have 
with the least amount of 
interface to explore it with" 


same environments as before, but they've 
been expanded significantly and offer greater 
rewards to tempt you from the beaten track. 
Elsewhere, the controller's light bar 
can be shone into the world, enabling you to 
illuminate and investigate darkened areas 
and to reveal pathways for your messenger 
to traverse. And yet with the player's almost 
deific presence in mind, it's much more than 
just a torch. *There's nothing very heavenly 
about a giant Maglite,” Crowle admits. 
“I wanted to play up the awe of the world, 
like in a religious painting where you see 
the god rays streaming down.” Though he’s 
reluctant to reveal all the ways in which the 
mechanic will be used, it's clear that the 
game's creatures are set to spend a little 
more time in the spotlight. Some will be 
terrified by your godlike influence, while 
others will relish their chance to show off. 


“We wanted to push the 
comedy element further to 
bring out more personality” 


Meanwhile, the Scraps, Tearaway’s impish 
antagonists, can be hypnotised with the light 
and then dragged around the screen. It’s part 
of a more playful, slapstick approach to the 
game’s already mild combat that emphasises 
the reactions of your enemies. “We didn’t 
want to suddenly stick in an Arkham Asylum- 
style combat system,” Crowle says, “[but] we 
wanted to push the comedy element further 
to bring out more personality in both the 
characters you’re dealing with and the powers 
you’re using on them. So with the Scraps, you 
can cause a lot more mayhem in their plans, 
rather than just having to run around picking 
them up and throwing them off cliffs.” 

What Tearaway loses in intimacy in the 
translation to Sony’s home console, it looks 
to more than compensate for in character and 
scope, taking a markedly different route on 
its way to a familiar destination. It’s certainly 
more than just a simple port, with Crowle 
and his team evidently keen to make Atoi 
and Iota feel as much at home within your 
ТУ set as they ever were inside a Vita. M 





Shoot the 


messenger 


With the original 
game using Vita's 
cameras to great 
effect, it's no surprise 
to learn Media 
Molecule will be 
supporting Р54%5 
camera peripheral. 
Those who have it can 
take photos to use in 
the game, and the 
studio has been 
experimenting with 
other ideas. "We're 
using motion tracking 
So you can wave [at 
Atoi] and she'll wave 
back at you," Crowle 
explains. "I really 
enjoy games where it 
feels like you have a 
magical connection to 
it even when you're 
not pressing any 
buttons." Crowle also 
teases nontraditional 
co-op, saying the 
team is looking 

into creative and 
collaborative ways for 
others to influence 
your world while 
you're playing. 





Publisher Sega 
Developer Sonic Team 
Format PS4, Xbox One 

Origin Japan 
Release December 4 





PUYO PUYO TETRIS 


Sonic leam proves two puzzlers can be better than one 


48 





made: its premise is simplicity itself, its 
endless nature and lack of win state as 
compulsive as gaming gets. Puyo Puyo is better 
known in Japan than the west, but its rules are 
equally straightforward (match four coloured 
blobs) and its appeal as universal. 
Developed by Sonic Team, Puyo Puyo 
Tetris is a fusion with a wealth of play modes, 
including standalone versions of each game. 
These are available to play solo or in matches 
of up to four players, locally or online, with 
each selecting their puzzler of choice. Score 
big with T-spins, back-to-back combos or 
perfect clears to dump junk blocks on your 
foes’ grids, pushing them towards a game over. 
But the two most absorbing modes are the 
ones that ask you to play both titles at once. 


T etris is arguably the best puzzle game yet 


There's an arcade madness 
to it that can be ludicrously 
difficult but highly rewarding 


Puyo-Tet-Mix mode merges them onto one 
play grid: your next block may be a four- 
square tetrimino or a two-blob puyo, the 
former filling up the screen as it lands at 
the bottom, with the latter resting on top of 
your stack. Falling tetriminoes temporarily 
dislodge any puyos in their path with a 
satisfying squidge, but puyos reappear atop 
the landed blocks. This lends the game an 
extra layer of strategy, since the puyos' new 
location may well line them up with others of 
the same colour, prompting a new chain, while 
any junk blobs squashed by the tetriminoes 
disappear completely. The biggest points 
come from sparking a mixed chain of the 
two types of blocks with a single move. 
Balancing both sets of puzzles in Puyo- 
Tet-Mix mode requires focus, but Swap mode 
demands even more. Here the grid alternates 
between Tetris and Puyo Puyo games at timed 
intervals, requiring you to remember what is 


happening in both and strategise accordingly. 
There's a frantic arcade madness to it that can 
be ludicrously difficult but highly rewarding. 
In Big Bang mode, the player must fill gaps 
on a prerendered Tetris board with like- 
shaped tetriminoes (Lucky Attack) or find the 
right spot on a Puyo Puyo board to trigger a 
combo chain that will clear all the blobs in 
one go (Fever Mode), all with the pressure of 
a ticking timer. Moving quickly means 
clearing more stages before time runs out. 
Fortunately, there's a comprehensive set 
of tutorials to help you get your head around 
it all, offering beginner and advanced tips for 
these game types. Finally, there's a story 
mode, in which anthropomorphised Tetris and 
Puyo Puyo characters proffer challenges such 
as clearing a specified number of lines within 
a set time, reaching a certain number of 
points, or simply beating the CPU opponent. 


The package is presented in bold colours 
with a chunky cartoon style, and character 
voices egg players on and call out the names 
of special moves as though it were a fighting 
game, lending an action-like sheen that suits 
a competitive play session. The inclusion of a 
new version of the classic Tetris theme music, 
based on Russian folk song Korobeiniki, is an 
additional sonic treat. 

By mixing together two classic puzzle 
games, Sonic Team has somehow managed to 
find ways to improve upon them both, with 
modes to suit newcomers and hardcore fans 
alike. And yet while Ubisoft's Tetris Ultimate 
prepares to land on several platforms and 
in every territory to mark the series' 3oth 
anniversary, Sega's title currently remains 
confined to Japan only, a situation as puzzling 
as any number of mismatched blocks. 

Still, the intuitive mechanics and minimal 
reliance on text make Puyo Puyo Tetris an easy 
import, and with versions already out for 360 
PS3, Wii U, Vita and 3DS, plus PS4 and Xbox 
One versions soon to drop, it should slot 
neatly into any player's library. M 





Mental blocks 


Since little coloured 
blobs or four-block 
shapes don't have 
much personality, 

in Puyo Puyo Tetris 
they have been 
anthropomorphised 
into cute cartoon 
characters, each with 
their own backstory. 
These include J and L 
as manifestations of 
the Tetris pieces of 
those shapes, so easily 
confused for one 
another during play 
and thus rendered 
here as twins. There's 
also I, a cowardly 

but smart dog who 
bizarrely is the Tetris 
spaceship crew's 
engineer. There’s a 
plot, too: the Tetris 
characters have fallen 
from the sky (of 
course) into the 
puyos’ world, and a 
rivalry between them 
spurs many story 
mode challenges, 
though everyone 
seems to tessellate 
pretty well eventually. 







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MAIN Big Bang mode 
presents timed puzzle 
challenges, either triggering 
a predetermined chain on a 
Puyo Puyo grid or clearing 
set stacks with specific 
tetriminoes on a Tetris one. 
RIGHT Up to four players can 
compete in matches at once, 
selecting their choice of 
Tetris or Puyo Puyo playstyle 

























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TOP LEFT Online play is a 
major part of the package, 
with delight to be found in 
duelling a worthy opponent. 
TOP The excellent Puyo-Tet- 
Mix mode has you playing 
both games at once, with 
Tetris blocks lining up on 
the bottom rows and Puyo 
Puyo blobs above them. 
ABOVE Play well and you'll 
shower garbage blocks 
onto the opposition's 
grids, pushing them ever 
closer towards failure 


Alla 


басс 


49 


Publisher/developer 
Iridium Studios 
Format PC, Xbox One 
Origin US 

Release 2014 








Jason Wishnov, lead 
designer at Iridium 





This helicopter is piloted by 
the sarcastic Adam. It's used 
early on in the game to 
extract Corrin and Miranda 
after the former learns a 
mysterious organisation 
wants to use his encryption 
algorithm for nefarious ends 








THERE CAME AN ECHO 


Iridium Studios is making realtime strategy more personal 


Iternative control schemes have rather 

fallen from grace since Microsoft's 

Kinect proposition flopped and the 
device received a demotion back to peripheral 
status. It's a trend Jason Wishnov, lead 
designer on voice-controlled RTS There Came 
An Echo, is keenly aware of, though he faults 
the implementations, not the central idea. 

*'The games that have used alternative 
control schemes haven't tended to have the 
depth, narrative or gameplay experience that 
core gamers, or whatever you want to call 
them, have come to expect,” he says. “I mean, 
name a Kinect title that has the precision and 
depth of a game like Bayonetta 2, a modern 
FPS, or anything really. The games that tend 
to come out are exercise games, Dance Central, 
or that Sesame Street game by Double Fine — 
all of which are pretty fun, but they're not 
something that's going to appeal to a large 
segment of the traditional gamer population. 
So I'm trying to break the mould; I'm trying 
to legitimise an alternative control scheme as 
something that's OK for a game that hopefully 
has quite a bit of depth. But it's an uphill 
battle, and a difficult perception challenge.” 

On early evidence, the Iridium team might 
just be on track to overturn the common 
perception. While we initially had some 
problems with characters not responding to 
orders in the alpha build, last-minute tweaks 
to the game's British accent recognition 
delivered an immeasurable improvement. 
And when There Came An Echo's systems 
coalesce, the effect is wondrous. 

Characters can be ordered by name, or you 
can tell *everybody" or *everybody but" to do 
something. You can also ask your charges to 
swap between their weapons — a standard 
pistol and one of four special guns, which 
include a sniper rifle and a grenade launcher 
— and change batteries, which power both 
special weapons and shields. Plus, you can add 
*on my mark" to synchronise your commands 
before booming *mark" into the mic like 
you're starring in an action thriller. 


While There Came An Echo isn't the first 
game to use voice commands to control 
troops — Tom Clancy's EndWar and Odama 
preceded it — it's a more intimate one thanks 
to its much tighter focus, resulting in a more 
personal relationship between you and those 
you're ordering into the firing line. 

“Гуе always been a huge fan of narrative 
in games," Wishnov says. *I think EndWar 
missed a really great opportunity. In that 
game, you were just ordering these generic 
army soldier guys — you didn't really feel 
much for them and it didn't matter if they 
died. But with There Came An Echo, I really 
wanted to reinforce that relationship and 
make you care about the characters. You're 
responsible for their welfare, and if they 
die, it's probably your fault." 


Thankfully, fallen comrades can be 
revived with a burst of electricity, while the 
forcefields that surround each fighter will 
take a reasonable amount of punishment 
before giving in. Cover further bolsters 

your team’s chances of survival, offering a 
defensive bonus by reducing enemy accuracy. 

“Tt’s a fine balance to want to strike,” 
Wishnov explains. “If you’ve lined up your 
soldiers in an optimal position, and the 
enemy soldiers have done the same, then 
you'd theoretically just sit there as bullets fly 
back and forth, and that’s pretty boring. So 
we're trying to achieve this feeling of urgency, 
but at the same time we couldn’t make it too 
intense — like, say, StarCraft — because you’re 
inherently limited in your actions per minute 
due to the speed of voice.” 

Those orders will be delivered even more 
slowly if the kind of creative swearing born of 
unresponsive controls is ever a factor, and 
while traditional inputs are supported, There 
Came An Echo clearly depends on its vocal 
interface being near flawless. But when you’re 
barking at agents to flank the enemy and it’s 
all working as planned, it’s uncommonly easy 
to get swept up in the moment. Ё 





Long shadow 


While There Came An 
Echo looks like a 2D 
isometric setup in 
screenshots, it blends 
2D backgrounds with 
3D geometry. “The 
environments in the 
game are actually all 
hand-painted 2D 
sprites,” Wishnov 
explains. “But 

then we create 3D 
geometry and make 
it invisible — it’s 
completely invisible 
unless light is being 
cast upon it, or in the 
absence of light to 
create shadow. Then 
that's placed very 
precisely in front 

of the sprite in an 
orthographic camera 
to show the 2D sprite 
but still have the 
lighting and shadows 
fall correctly on the 
structure. So it creates 
a pseudo-3D effect.” 


f 
I 
L SHUT ШЕ | 


DUE 





TOP The first mission in the 
game, which feels like a 
cross between the Matrix 
and Bourne films, requires 
you to guide Corrin through 
an office block as you avoid 
the men sent to kill him. 
ABOVE Preceding your order 
with "everybody" allows you 
to quickly instruct groups, 
but your team members can 
be individually ordered too. 
MAIN You're restricted to 
ordering units to highlighted 
waypoints on the map. It 
doesn't feel as restrictive 

as it may seem, however, 
and they're usually sensibly 
placed throughout the levels 





TOP Enemies' health is 
displayed as a green bar 
above their heads. They're 
also assigned numbers so 
you can order your team to 
focus fire on a chosen unit. 
RIGHT You can zoom in and 
out with the mouse, or an 
Xbox 360 controller, to get 
a better view of the area, 
though the game often takes [RO ———— 9 
control of the camera for 
the in-engine cutscenes 








ROUNDUP 


WHERE THE WATER 
TASTES LIKE WINE 


Publisher/developer Dim Bulb Games Format PC 
Origin US Release TBC 


CAPTAIN TOAD: TREASURE TRACKER 


Publisher/developer Nintendo (EAD Tokyo) Format Wii U Origin Japan Release Out now (JP), December 5 (US), January 9 (EU) 





Having spent his time as programmer on Gone Home coding 
interiors, Johnnemann Nordhagen's next project is heading 
outdoors. A road trip of sorts, it's an adventure about sharing 
stories with fellow travellers while creating your own, with 
backpacking, Steinbeck, Kerouac and Twain as influences. 


EVOLVE 


Publisher 2K Developer Turtle Rock Studios Format PC, PS4, 
Xbox One Origin US Release February 10 (EU) 





Vx 


After a diverting cameo in Super Mario 3D World, EAD Tokyo's intrepid adventurer gets a mid-priced game of his very own. 

It follows a similar format to his 3D World stages: you guide the Captain with the left stick and rotate the worlds he explores 
with the right one, shifting your perspective to tease out hidden secrets en route to a power star at the end of the course. 

Each stage also has three gems to locate and an additional objective to encourage repeat plays. Handsome and unhurried, this 
solo outing is perhaps a little too straightforward in its early stages, though we're confident the challenge will steepen later on. 





RETURN OF THE OBRA DINN 


Publisher/developer Lucas Pope Format PC Origin Japan Release TBA 


2K's 'Big Alpha' could have gone better. After matchmaking 
issues and a delay for PS4 owners after issues with firmware 
2.0, the trial run will have discouraged many whose interest 
was aroused by glowing E3 reports. And the game itself? 
Entertaining but unbalanced. Turtle Rock has work to do. 


AXIOM VERGE 


Publisher SCE Developer Tom Happ Format PC, PS4, Vita 
Origin US Release 2015 





А world away from Papers, Please, Pope's next game is a firstperson mystery set aboard a 19th 
century merchant ship. A short playable section from an early build sees you investigating the 
corpse-strewn craft, using a pocket watch to rewind time to the moment of each character's 
death. Its '1bit' art style is as distinctive as its sound design is evocative, and with splendid 
voice work even at this early stage, it's a teaser that makes us keen to discover more. Happ has spent five years' worth of evenings and weekends 
working on this 16bit-style sidescroller, which aims to put a 
contemporary spin on its timeworn Metroid template. You'll 
glitch through walls and drill through blocks, while using an 
expansive arsenal to deal with imposing and repulsive bosses. 


52 





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Chris Roberts has gigantic ambition and the most 
successful crowdfunding campaign in history 


behind him. What is he doing with it? 


By Marr CLAPHAM 





60 


n the edge of known space, we 
centre the object in our meteor- 
scratched canopy and hit the 
thrusters. In fime, it begins to loom 
large in our vision, monolithic and 
yet somehow indistinct, its obsidian, 
almost too perfect alien surface melding into the 
pervading blackness. Clearly it's colossal, but it's also 
beguilingly mysterious. Yet the problem isn't really 
a lack of information: early probes have returned 
full of data, it's just that much of it is apparently 
contradictory and there's plenty of disagreement 
over what it all means. The object is Star Citizen, 
and the only conclusion everyone seems truly happy 
with is that it's made a hell of a lot of money. 

That could not be more perfectly calculated to 
wind up Chris Roberts, the creator of the beloved 
Wing Commander series, CEO of Cloud Imperium 
Games and chief creative officer on Star Citizen. 

"| do get a bit disappointed," he admits. "I mean, it's 
today's news cycle... If you're on the online 24/7 
game blog, they don't have time to [do in-depth 
articles], so they're always about the headline. So 


"RIGHT NOW | THINK WE'RE ESTIMATING 


SOMETHING LIKE 50 HOURS TO PLAY 
THROUGH THE FULL NARRATIVE STORY" 


for them it's like, ‘Oh, Star Citizen's made X million 
or X million,’ and everything focuses on the money. 
And then you can read it and say, ‘Vell, all they 
care about is the money.' Not really." 

It is the distorting weight of $60m and counting, 
raised by some 640,000 backers, which has seen 
the developer variously accused of running a cult, a 
scam and, thanks to the $30 to $15,000 game 
packages on the Roberts Space Industries site, a pay- 
towin operation. Alternatively, for the faithful, this is 
the second coming of Chris Roberts after a ten-year 
break from games. But Star Citizen's even harder to 
get a read on: it's a space dogfighting game, only 
with ships big enough to walk around and live in, 
except when it's an FPS, set in an online universe. 

The list of features defies credulity, but if Star 
Citizen is a con, it might be the worstrun one on the 
planet. For starters, it's intensely public, with Chris 
often making appearances on game expo stages to 
reveal more in-engine footage. Secondly, while only 
a sliver of what's promised, the dogfighting and 
hangar modules are both in public hands already, 
the former the beneficiary of a huge update in recent 
weeks (see ‘Reality engine’). Some 110 Cloud 
Imperium staff have accounts on LinkedIn, and these 
are not sock puppets, but people who have portfolio 
sites and histories at Crytek, BioWare and Activision. 


As slight as accountability in crowdfunding projects 
may be, the conspiracy theory doesn't stack up. 
Chris refutes the pay-+to-win accusations himself: 
"The design of the game, and this is just personal 
preference, because | hate it in free-to-play games, is 
there's nothing that you can buy with money that you 
can't earn in the game." The packages are pledge 
tiers, their values set to offer funding options. Come 
release, the basic starting package is all you'll need. 


The problem for outside observers is really 
scale. Baffling, mind-boggling scale. "We're 
essentially giving them four huge games all in one," 
Chris explains. "Squadron 42 is going to be what, 
or better than what, a nextgeneration Wing 
Commander would have been, and that's just by 
itself. And its level of fidelity — | mean, the scope and 
the size of the story and the missions we're doing in 
it is huge. | mean, l'm pretty sure if | was doing 
another Wing Commander for EA, | don't think they 
would allow me to do as much content. Because 
right now | think we're estimating something like 50 
hours or so to play through the full narrative story. 

"| mean, it's so big we're going to release it 
in episodes. Think of it as a miniseries, like five 
episodes. So the first episode is what we're going 
to release next year = well, hopefully there are two 


EDGE 











FROM TOP Chris Roberts is 


chief creative officer on Star 
Citizen and the co-founder of 
Cloud Imperium Games; Erin 
Roberts is studio director of 
Foundry 42, which is creating 
the singleplayer campaign 





episodes next year, but for the first one | think we're 
aiming for Gamescom. But the first episode itself is 
about ten hours of gameplay. So compared to 
modern FPS games, that's more than you get in 
most of the campaign modes with a Call Of Duty. 
"And then, of course, there's whole persistent 
[online] universe. You've got the 4X space game 
style, because if you don't want to get into combat, 
you can go into building a business up or building 
a trade empire and doing all that kind of stuff. And 
then we've got the FPS section. So someone could 
make a game just by itself from any one of these." 








Ambition of this scale takes not one studio, but 
five, each working on separate modules of the 
game. While Chris heads up development on 
the persistent universe in Los Angeles, CIG also 
has satellites in Texas and California. IllFonic, a 
relatively unknown quantity whose output includes the 
lukewarmly received Nexuiz, is in charge of the FPS 
module. Rather more promisingly, Erin Roberts is 
studio director of the Manchesterbased Foundry 42, 
entrusted with creating the singleplayer campaign, 
Squadron 42. Unlike his brother, Erin never left the 
industry, but after producing Wing Commander: № 


EDGE 


LEFT Every ship is astonishingly detailed, and built to work under 
physical laws. BELOW In-cockpit furnishing is no less exacting. The 
two expanded Arena Commander maps - with star-hearted rock 
and orbital platform centrepieces — show off the dynamic lighting 





ты 1m 


— m шыны. 
== = 
— — 


WHACK 


PLANET 


"Originally, [landing on 
planets] was more like 
Freelancer or Privateer," 
says Chris, "where you 
landed to fix your ship or 
buy new equipment or buy 
a new ship or get missions 
- like a glorified shopping 
and mission interface. 
Whereas now we're on a 
very capable firstperson 
engine, so there's a lot 
more you can do. We're 
starting to look at PvE. 

| don't want you to go to 
the planet and think, 'Oh, 
I'm in a PvP gankfest...' 
because I think that would 
be fairly stressful. There'll 
be some areas in space 
where people will feel like 
that, but that's OK because 
you can maybe avoid those 
areas. Planets should be 
more of a safe haven. But 
that doesn't mean the 
environment or NPCs 
themselves don't interact 
with you, and couldn't also 
potentially be dangerous. 
So if you land on a rough- 
and-tumble planet on the 
edge of UEE space, and go 
down a dark alleyway to 
go in this back room to do 
a deal to get a mission, 
potentially a couple of 
NPC muggers could try to 
take you out. So you can 
whip out your gun, Han 
Solo-style, shoot them, 
and go about your day." 


61 


SPACE CRAFT 


REALITY 


The dogfighting module, AKA 
Arena Commander, is one part 
testbed for the developers, 
but it's also a bottle universe 
for generating community 
feedback. While version 0.9.1 
gave pilots a feel for the 
Newtonian physics and fly-by- 
wire systems that underpin 
Star Citizen's flight model, it 
was clinical and overzealous 
in its simulation, with clumsy 
fine control and a targeting 
HUD that felt like chasing 
boxes in space rather than 
deadly opponents. The 0.9.2 
update is a spectacular 
improvement. Targeting has 
been entirely reworked, with 
a cleaner HUD and the game 
now generating projected 








EN 


GINE 


impact points from either your 
viewpoint or fixed gun reticle to 
align with foes, the emphasis 
restored to watching enemies 
and reading their moves. Fine 
control is also improved, a 
predictive system deadening 
stick inputs a little when 
you're lining up a target to 
provide granular control. The 
result is a flight system that 
not only affords a sense of real 
momentum and simulates 
g-force to the extent that fast 
turns with the safeties off will 
cause you to black or red out, 
but is taught and exciting. 

It's a promising sign for other 
modules and Star Citizen's 
overall path to a cohesive, 
entertaining universe. 








Privateer 2 and helming Starlancer, he wound up at 
TT Fusion making lego games. Though he enjoyed it, 
he took little convincing to rejoin his brother to make 
Chris's self-professed "crazy dream”. 

Erin's part is certainly the easiest to contextualise. 
Taking place before the timeline of the persistent 
universe, Squadron 42's arc tells the story of a war 
between the alien Vanduul and United Empire of 
Earth (UEE). The setup is battle-worn: you'll play the 
rookie working your way up the ranks. You start with 
a light fighter, the Gladius, waiting in your hangar, 
earning the right to fly more advanced craft over 
time. But Erin explains there's been a gestalt shift that 
defines Star Citizen; Wing Commander has long 
been famous for its firstperson view on the cockpit, 
but pilots here will be free to tear open the canopy 
and stretch their legs. “It’s not, for me, really a space 
combat game," he says. “It's actually an FPS game 
where you use vehicles. So, ‘cause you're always a 
person, you [might] decide to fly a ship, get in a 
ground vehicle, or go places and walk around." 

So while the storyline's linear, momentto-moment 
gameplay is anything but dictatorial. Ronald D 


ship, having conversations, and suddenly there's an 
attack. Vanduul have boarded and you've got to run 
to the armoury to get your weapons fo go fend them 
off, and then fight your way to the flight deck. And 
then you get in your ship and take it out, and chase 
after the Vanduul and destroy them." 

This, Erin explains, is the direct benefit of all 
that overfunding. "It allows us to really push a 
bunch of stuff we weren't planning to do originally. 
If it just stayed very small at the beginning, then 
[Squadron 42] would have very much been just a 
smaller, much more focused space thing. The sort 
of way Elite: Dangerous is going about things, | 
guess." That's not to disparage David Braben's 
own return to the genre — Chris is a backer, as are 
many of the Manchester team = but Star Citizen 
has the funds to expand its focus. 

“One of the big locations in the game is a huge 
mining base," Erin tells us, “and it's like 6km, well, 
‘big’. It's huge. It's got 26 landing platforms on it 
which can fit large ships — | mean, like big old 
transports and things like that — and each of these 
locations are places you can go." 





Bjorn Seinstra, lead vehicle 
artist and environment artist 


"IT'S NOT, FOR ME, REALLY A SPACE 
COMBAT GAME. IT'S ACTUALLY AN 
FPS GAME WHERE YOU USE VEHICLES" 


It's not simply physical scale, either. Across the 
hour we spend with Erin, he touches tantalisingly on 
the topics of dropships to tly, popping out in your 
EVA suit to perform mid-mission spacewalks to get 
around problems, and calling for air support from 
inside a location. It sounds like mad overpromising 
until you consider that PAX Australia gave the world 
its first glimpse of Star Citizen's considered, tactical 
gunplay before capping it off with a less constrained 
zerog shootout, soldiers and pirates locked in an 
aerial ballet as they pushed off from walls and 
dodged floating crates. Perhaps most attractively of 
all, because many of Squadron 425 systems have 
hooks in the persistent universe, they have been built 
to work in dynamic, unscripted environments, not just 
for setpieces. A linear tale may deploy them that 
way, but Erin stresses the primacy of choice. 

Yet the power to choose may mean you never 
experience his work: in the final release, the entire 
Squadron 42 campaign will be optional. Still, 
according to Erin, you can opt out more dramatically 
than clicking 'no thanks' after character creation. 
^We're going о give you the ability to pretty much 
mutiny. So you may decide you're going to be an 
evil pirate, and you go and shoot your captain in the 
back of the head and make an escape... Obviously 
that puts an end to the campaign for you." Я 


Moore's Battlestar Galactica is namechecked before 
Erin describes 1km long battlecruisers with explorable 
interiors, and how ships are modelled down to the 
latrines and manufacturer's marks on the rivets. It 
seems one such capital ship will serve as a hub and 
home for a time, with you at liberty to wander its 
cateterias and halls between spells in the cockpit. 


The idea is to give a sense of a living place, 
so the people on board are just as important as 

the immaculately rendered bulwarks. Crews will 
assemble in the canteen at lunch, then scuttle off to 
service hangar craft, and key NPCs will catch your 
eye if they want a quick chat. Dialogue option lists 
are out, a body language and reputation system in 
their place. Stay and listen to a garrulous wingman's 
tall tales in a bar and he might form a closer bond 
with you that means more help out among the stars; 
get him going and dash off mid-sentence and he 
might give you the cold shoulder instead. 

"| mean, it's crazy," says Chris, "because the 
VVing Commander format was that you fly your 
mission in space, shoot a bunch of stuff up, and 
then you come back onto the ship, you have some 
conversations and the story advances, and you 
basically rinse and repeat that. This is not like that. 
It's completely fluid. You can be going around your 


EDGE 





SPACE CRAFT 





These choice-based systems are set to reach 
maturation in the persistent universe, which blends a 
game-shaping economy simulation with a massively 
multiplayer sandbox universe. Yet as you explore its 
110 star systems, and around 400 planned landing 
locations, you should notice them tree of tired old 
MMOG design. "I kind of feel like in a lot of online 
games, especially as you get to the higher levels, 
you get forced into a social dynamic,” says Chris. 
"OK, I'm 80th level in World Of Warcraft and ‘уе 
got to be in my raid group... We don't have levels in 
Star Citizen. | don't want that. The goal of the game 
is there shouldn't be any win, right? Because it's like 
in the real world: what's your definition of a win?" 

Your interpretation could mean seeking out 
dogfights until you carve out a legend as a 
combat ace, but it could equally mean starting 
up a junking and salvage business to make a few 
credits. Chris wants every path to involve skill, with 
mining, for instance, more a case of identifying 
mineral seams and extracting them, rather than 
floating near a rock and holding the spacebar. 

So how will it all work? On a technical level, 


their shipments. If that doesn't work, then you could 
be looking at a bounty to bring back the troublesome 
pirate lord's scalp. But fail to reverse the factory's 
fortunes and the workers will start to be laid off, 
crime rises and the area deteriorates visually, a 
wearancHear system responding to local affluence. 

Planetside scenarios are said to evolve equally 
organically, with Chris's team of designers working 
on modular mission templates so that the universe will 
keep providing things to see and do long after its 
scripted content is exhausted. And it is here that the 
bamboozling scope finally begins to feel grounded. 
Cloud Imperium may be crafting every ship by hand, 
but it isn't trying to build a universe this densely 
packed via raw manpower alone. 

But such an emphasis on a bespoke, hand- 
shaped approach has introduced limits. "It's not 
necessarily as big as a procedural game like Elite or 
No Mans Sky that's doing a lot more procedural 
stuff, because there's a slightly different focus," says 
Chris. "We're focused on a more crafted, detailed- 
oriented approach. Even in what I’m describing, 
there's still procedural stuff that goes on in building 


CLOUD IMPERIUM ISN'T TRYING TO 
BUILD A UNIVERSE THIS DENSELY 
PACKED VIA RAW MANPOWER ALONE 


the universe itself is designed to cater to hundreds of 
thousands of players - and millions more NPCs, the 
ratio being one human to nine Al characters — but 
a game server can only contain 50 to 100 craft at 
this level of graphical fidelity. Instead of dealing with 
this via shards, space will be dynamically instanced, 
those instances stacking on top of each other as 
the player count in an area rises. Smartly, however, 
whenever you drop out of warp, an algorithm will be 
making decisions about who to stick you with based 
on your in-game affiliations and reputation, and your 
personal preferences. Express an interest in PvP and 
you're likely to be matched with humans. Eschew 
social contact and pirates in your instance will more 
likely be Al bots. In this way, Star Citizen invisibly 
tailors itself to you as much as your actions alter it. 
And alter it you will, entangled as you are in 
the web that is the economy simulation, which acts 
to imbue the universe with consequence and create a 
steady flow of missions. Chris provides the example 
of a factory in need of raw goods. To start with, it 
will post a mission to the job board that's for simple 
haulage. Players get first dibs, but an NPC trucker 
will step in as time passes. If the sector's lawless 
enough to attract pirates, the factory may soon be cut 
ОН and, as the bottom line is affected, the factory's 
owner may then seek to hire mercenaries to protect 


EDGE 


elements of the cities, just because they're so big 
and we're doing them in such high fidelity. Like, for 
instance, if you're in a big city, the background city 
blocks and everything is all much more procedural 
versus an artist placing down each single building." 


With all these promises to keep, is Chris feeling 
the pressure of his literally invested fanbase? Well, 
no. "The toughest person is myself on myself. The 
person that would be most annoyed if | didn't do 
what | have this vision in my head for is myself. 
When | really see a game through, | have this picture 
in my mind and l'm really obsessed about getting to 
this point. The original Wing Commander was that 
way, and that's where l'm at on this. l'm stubborn.” 

What Chris asks of his fans now is the same 
stubbornness: to bear with him while he, Erin and 
the team realise his grand vision, piece by piece. 
With so much riding on it — no more or less than the 
reputation of crowdfunding whales = Star Citizen can 
only either succeed spectacularly or fail disastrously. 
No publisher would take this kind of risk, but a great 
number of PC enthusiasts have, perhaps seeking 
release from an industry driven by predictable cycles 
and modest yearly iterations. Whatever Star Citizen 
ends up being, it will shake the game industry, and 
that alone makes it worth further exploration. Bl 


TOP RIGHT The Gladiator is 
a torpedo boat and space- 
to-ground dive bomber 
that can withstand a vast 
amount of punishment. 
FAR RIGHT Not all ships in 
Star Citizen are military 
single-seaters. Several 
vessels require more than 
one pair of hands, and can 
be manned by a group of 
friends or a hired NPC crew 


RIGHT An Ironman mode 

is planned for advanced 
pilots, where death is final 
and means restarting the 
campaign. The persistent 
universe has permadeath, 
too, but only after you 
amass critical injuries. 
BELOW The Gladius is a 
short-range patrol fighter, 
once mass produced but 
coming to the end of its 
life. There are two variants: 
stealth and a military spec 
version with extra armour 





ABOVE This powerplant is a modular 
component. Damage might affect your 
power needs, so reserve juice can help 





EDGE 











ABOVE The UEE Navy is the 
symbol of human might in 
the cosmos. Your service in 
the campaign should earn 
you a UEE citizenship. 

LEFT Artists have to become 
engineers for Star Citizen. 
Every thruster is placed 
due to real-world physical 
principles, and there's no 
room for cheating for 

the sake of aesthetics 


65 














PLAYSTATION: 
THE STORY BEHIND THE BRAND 


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Two decades on тот its launch in Japan, 
it's time to look at how Sony's first game 
console transformed an industry 


By SIMON PARKIN AND EDGE STAFF 


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66 








Ф, 


at the Consumer Electronics Show in Las Vegas, 


In June 199] 


Sony announced its first videogame console. The ‘Play Station’, as 


/ 


the system was to be called, was a joint venture with Nintendo, a 
power marriage that would carry both companies into the 
emerging world of multimedia entertainment. The following day, 
the marriage fell apart, with Nintendo declaring that it was 
terminating its deal with Sony in order to partner with rival 
manufacturer Philips. It was a public snub the like of which Sony 
had not experienced before. The following month, the company's 
president, Norio Ohga, called a meeting in Tokyo. 


Ohga explained to his staff that a lawsuit and financial 
recompense would not be enough to sate his appetite for revenge 
against Nintendo. He rose to his feet. "We will never withdraw 
trom this business," he declared to the room, which included 
among its occupants Ken Kutaragi, an ex-Nintendo contractor who 
had long harboured a desire to design a videogame console. 


"Keep going," Ohga urged his staff. 


In this sense, Sony's PlayStation, launched in Japan on December 
3, 1994, was a console built upon a grudge. Without Nintendo's 
duplicity, its unlikely that Sony's executives, already unsure of 
whether the company should enter the videogame business, would 
have funded the system. But while a desire for revenge was the 
motivating factor at the beginning, this alone wouldn't have been 
enough to launch a system that went on to sell 102 million units, or 
to support a vision that did so much to define the 3D era of 
videogames. How, then, did it happen? 


67 





THE PLAN 


Ken Kutaragi, supported by Ohga, 

drew together a team of engineers from 
across Sony. A large part of the group 
was comprised of people who had been 
working on a 3D graphics engine 
designed to augment live television 
broadcasts with 3D images, a technology 
dubbed System-G. Their expertise in 

3D image processing would prove 
invaluable to the console's design. 

By June 1992, all relations with 
Nintendo had been severed and Kutaragi 
presented his work to Ohga and a small 
number of other Sony executives. At the 
meeting, Kutaragi told his bosses his plan 
to create a proprietary CD-ROM-based 
system that could render 3D graphics 
specifically for playing videogames - 
not multimedia. The rest of the board 
opposed the idea. 

When Ohga enquired as to what 
kind of architecture such a machine 
would require, Kutaragi reported a figure 
of one million gate arrays, ten times the 
number in any other Sony product at the 
time. As Ohga reeled at the figure, 
Kutaragi said, shrewdly: “Are you going 
to sit back and accept what Nintendo 
did to us?” Ohga replied: “There’s no 
hope of making further progress with a 
Nintendo-compatible 16bit machine. 

Let’s chart our own course.” 


PHIL HARRISON 
FORMER PRESIDENT, SCE WORLDWIDE 
STUDIOS; NOW A CORPORATE 
VP AT MICROSOFT 
Ken Kutaragi brought together a handful 
of engineers that had come out of a 
broadcast and professional realtime 3D 
graphics engine called System-G. 
Technologically, that's not really a million 
miles away from videogames, but this was 
a superhigh-end workstation. And Ken's 
big vision was to take that, apply it in 
high volume, and bring it into the home. 
But there was a huge resistance inside 
the company to actually being in the 
videogames business at all. The main 
reason why the Sony brand wasn't really 
used in the early marketing of PlayStation 
was not necessarily out of choice - it 
was because Sony's old guard was 


68 


L 


PLAYSTATION 20TH ANNIVERSARY 














CLOCKWISE FROM ABOVE 
RIGHT PlayStation 
architect Ken Kutaragi; 
Phil Harrison wields a 
distinctive black PS1 
game disc; the original 
Sony console design 








scared that it was going to destroy this 
wonderful, venerable, 50-year-old brand. 
They saw Nintendo and Sega as toys, 
so why on Earth would they join the toy 
business? That changed a bit atter we 
delivered 90 per cent of the company's 
profit for a few years. 


CHRIS DEERING 

FORMER PRESIDENT, SONY COMPUTER 
ENTERTAINMENT EUROPE 

PlayStation was special because Ken 
Kutaragi and Ohga-san designed the 
division as a pure play rather than a 
product line of Sony's traditional hardware 
division or the Sony Entertainment division. 
It was a uniquely superior product, 
allowed to grow from within with our own 
culture. There were almost no politics 
internally, and minimal politics with other 
Sony companies. 

Ken Kutaragi was the hardestworking 
person in the company, and so passionate 
that he would drive us to amazing heights 
of achievement that we didn't believe 
possible, even after the system came out. 
| remember coming back from Tokyo 
meetings and saying to the team: "You 
won't believe this, but Ken told us to 
double our sales targets even though 
we don't have the manufacturing capacity 
to deliver them." Kutaragi would then tell 
the factories: "Europe wants twice as much 
as their initial forecast. Are you going to 
let them down?" It was brilliant. Without 
the passion and the energy of the 
Japanese HG, it just would not have 
been possible to be so special. 


MARTIN EDMONDSON 
CO-CREATOR OF DESTRUCTION 
DERBY AND DRIVER, AND 

FOUNDER OF REFLECTIONS 

We were lucky enough to be one of the 
very few independent teams working on 
the PlayStation hardware before it was 
released, even before anyone really 
knew anything about the system. The fact 
that PlayStation doubled as a CD player 
made it infinitely more publishertriendly 
than the dreadful cartridge era that 
preceded it. CDs were cheap to produce, 
and you ordered exactly how many you 
thought you wanted, but you could then 
add more in double-quick time if sales 
took off. It was perfect. 


ED FRIES 

FORMER VICE PRESIDENT OF CAME 
PUBLISHING AT MICROSOFT, AND 
CO-FOUNDER OF THE XBOX TEAM 

In my opinion, the smartest move that Sony 
made with its plan for the system was in its 
decision to move away from cartridges to 
CDs. It was far better for game creators 
and publishers alike simply because CDs 
were much faster and cheaper to 
manufacture. That meant there was less 
guessing about how many copies a title 
might sell in advance and less risk of 
being stuck with a warehouse full of 
expensive returns. 


PHIL HARRISON 


It was a massive shift in the economics. 
The working-capital requirement shifted 
massively in favour of the developer and 
publisher, and they could afford to put 
more money into product development 
and marketing, so it was a virtuous circle. 

Even so, we had to work hard to 
demonstrate our credibility, because 
bringing hardware to market is one thing, 
but being an organisation to market and 
distribute and sell it is another. A lot of the 
business questions related to what the 
business model was for a publisher, what 
the royalty rates would be, and how we'd 
make and distribute the software. That was 
set against the backdrop of the incumbent 
business models of Sega and Nintendo, 
which were at the time very restrictive. 
They've changed now, but at the time, 
publishing on 16bit Nintendo was an 
expensive and risky proposition. 

All the publishers we worked with in 
Japan said that they loved the machine 
and were all super-excited, but wondered 
how they'd bring their software to market. 
This was where the partnership between 
Sony Corp and Sony Music really came 
to fruition. Sony invited all the game 
publishers and developers to a hotel in 
Tokyo in 1994 and paraded on a stage 
the 4O direct sales people it had in place 
to distribute software. It said: "We know 
this is a challenge for you, so we've gone 
ahead and built our own sales force." The 
net effect was that there were hundreds 
and hundreds of thirdparty publishers in 
Japan. Tons and tons of product being 
developed for PlayStation — with the 
resulting dynamic range of quality. 





FROM TOP The very 

first PS1 hardware 
(albeit an empty shell) 
to reach the Edge 
office; Resident Evil 
director Shinji Mikami 
describes working with 
PS1 for the first time 
as being like given a 
bigger canvas; Sony's 
Teiyu Goto has been 
responsible for the 
product design of every 
PlayStation to date 





THE DESICN 


Kutaragi's decision to create a system 
that incorporated a CD drive was 
significant. Now game makers could 
include prerecorded soundtracks and 
prerendered movies, creative flourishes 
that would nudge the medium closer to 
the Hollywood aesthetic, with all of the 
cultural cachet that brought. This was 
further aided by the shift in focus from 
2D graphics to realtime 3D. 

This wasn't, however, always the 
plan. Former SCE producer Ryoji 
Akagawa and chairman Shigeo 
Maruyama claim that PlayStation was 
originally designed as 2D-focused 
hardware. It wasn't until the success of 
Sega's 3D fighting game, Virtua Fighter, 
in the arcade that they decided to design 
PlayStation as a 3D-focused device. 

There were other key decisions apart 
from the choice of CPU and technological 
clout that would affect the machine's 
future. Fearing that Sony's board might 
cancel Kutaragi's ambitious and unproven 
concept, Ohga moved the designer and 
his nine-member team to Sony Music, a 
subsidiary of the company. The move was 
significant: Sony Music understood the 
importance of nurturing creative talent as 
well as merely investing in technology, 
along with the practical demands of 
manufacturing vast quantities of CDs. 


In this way, the ecosystem that would 
support and nurture the PlayStation 
platform through the years was set. 


SHINJI MIKAMI 

DIRECTOR, RESIDENT EVIL 

Before the PlayStation, we could only 
create characters and worlds in 2D, so 
being able to use 3D polygons was a 
giant leap. It let creators break free from 
the shackles they were bound to, and 
allowed them to be really creative in the 
3D space. The new technology was like 
giving an artist a bigger canvas, more 
brushes, and more colours. 


HIROAKI YOTORIYAMA 

DIRECTOR, NAMCO'S SOUL BLADE 
AND SOUL CALIBUR SERIES 

Since PlayStation was the first console 

to use 3D graphics, | was sure that it 
would bring completely different ideas, 
and different development and business 
models, to games. At the same time, | was 
excited to work as a game developer in 
this great environment. | was proven right. 
| joined the development team for the 
PlayStation version of Tekken as a 3D 
computer graphics animator. The 
PlayStation generated new jobs in that 
way — it was a huge change in game 
development. 3D CG animation took a 
more and more important role in game 
development and | have to say | was very 
lucky to be able to work as an animator 
with such talented creators at that time. 


YOSHINORI KITASE 

DIRECTOR, CHRONO TRIGGER, FINAL 
FANTASY VII AND FINAL FANTASY VIII 
The PlayStation's high-specitication 
graphics chip introduced new possibilities 
to the medium. Likewise, with the high- 
capacity CD medium we could 
incorporate fullmotion video for the first 
time. As such, the PlayStation put an 
even greater emphasis on expression. | 
originally studied filmmaking at university, 
so | felt very lucky that | was now able to 
put that knowledge to use in games. 


SHINJI HASHIMOTO 

PRODUCER, FINAL FANTASY AND 
KINGDOM HEARTS SERIES 

It was a time of major innovations, both 
trom the development point of view and № 


69 








the business one. There was the transition 
trom 2D to 3D graphics, from cartridges 
to CD-ROM, and the introduction of CG 
prerendering. PlayStation led the charge 
with each of these innovations. 


JEFF MINTER 

FOUNDER, LLAMASOFT 

The PlayStation was a very powertul 
machine sold at a very reasonable price, 
and had capabilities that opened up the 
emerging trontier of polygonal 3D games 
as opposed to sprites and tiles that had 
been the norm up to that point. Most 
importantly, it was easy to program, 

and going for CDROM-based media 
rather than mask ROMs meant less 
overhead and therefore less risk for 
developers, as the CD-based media 
were a lot cheaper than carts. 


MASAYA MATSUURA 

CREATOR OF PARAPPA THE RAPPER 
As a musician who was interested in 
computer technology, | was incredibly 
excited about extending the CD medium 
beyond merely listening to music. It 
seemed like something new and 
revolutionary. As a result, my career path 
switched from music over to games, and 
that is where | have been for the past 20 
years. In that respect, the PS1 had a 
huge and profound impact on my life. 


HIROAKI YOTORIYAMA 

IF | put screenshots of both 3D and 2D 
game visuals side by side, sometimes 2D 
visuals still looked nicer than 3D ones. 
Therefore, we needed to think in different 
ways when we developed games with 
3D visuals. We focused more on light, 
atmosphere and the position of camera. 
Of course, one of the toughest aspects of 
game development at that time was 
dealing with loading times during 
gameplay. The length of loading time 
depends heavily on where you put the 
data on the disc, when you load the data, 
and so on. | used a stopwatch to calculate 
the loading time and brainstormed with 
genius programmers every day to work 
out how to minimise loading times. 


COLIN ANDERSON 
FORMER HEAD OF AUDIO AT DMA 
DESIGN; NOW MD, DENKI 


70 


PLAYSTATION 20TH ANNIVERSARY 




















FROM TOP Though he 
never got the chance 

to create a PS1 title, 
Jeff Minter was an early 
fan of Sony's console; 
Final Fantasy XV 
director Hajime Tabata; 
musician and Parappa 
The Rapper creator 
Masaya Matsuura 


A 


As someone whose number one passion 
was, and still is, music, the PlayStation 
provided a breath of fresh air for our 
industry. It was the first console from a 
company | felt really understood the 
importance and potential of music as part 
of the videogame experience. That's not to 
diminish the incredible work composers 
and engineers had done previously — my 
favourite game music to this day is still all 
chiptunes — but while chip music was the 
norm, it was always going to be hard for 
gaming to cross over into the mainstream. 
Non-gamers didn't consider chip music to 
be a legitimate form, and were never 
going to think of gaming as anything other 
than a novelty for kids while that remained 
the case. PlayStation changed all that 
because suddenly you were playing 
games that contained the same music you 
were hearing on the radio, or at a club. 
It's hard to overstate how much of a shift 
that made in the culture of gaming. For 
that reason | certainly recognise ‘before 
PlayStation’ and ‘after PlayStation’ as 

two separate epochs. 


THE UNVEILING 


Sony was just one of several Japanese 
electronics manufacturers to announce an 
entry to the burgeoning console market 
of the early ‘90s. It was an interesting 
development, but memories of the US 
videogame crash of the 1980s were still 
fresh for many in the industry, and the 
arrival of new players to the market 
wasn’t always viewed optimistically. 

Most of the media’s interest remained 
focused on Nintendo and Sega, the 
heavyweights of the industry, whose entire 
business interest rested in videogames. 
Consumers needed convincing that 
Sony’s interest in, and commitment to, 
videogames was serious — and more 
importantly that the company and its 
hardware had something new to offer. 


YOZO SAKAGAMI 

GAME DIRECTOR, RIDGE RACER 
Several Japanese electronics 
manufacturers, including Panasonic, 
Fujitsu and Sony, all announced their 


entry into the game console business at a 
similar time. But since there were already 
other game consoles by experienced 
companies such as Sega and Nintendo 
also coming to the market, people were 
dubious about how PlayStation might 
perform. It was a chaotic time, in that 
sense. That said, after | saw the machine, 
| personally believed that PlayStation could 
bring a new kind of experience to 3D 
racing games in particular. 


HAJIME TABATA 

DIRECTOR, FINAL FANTASY XV 

| remember that when the system was 
first shown, it filled both gamers and 
developers with a new kind excitement. 
The system showed us a new kind of 
dream of what games could look and 
play like. That's why, for many of us, 
PlayStation is so special. 


YOSHINORI KITASE 

The film world had recently been rocked 
by Jurassic Park in 1993, causing a 
revolution in graphics. Soon afterwards, | 
remember Sony revealed the PlayStation 
tech demo that also used a FRex. It was 
an incredible moment that foreshadowed 
a similar revolution in the world of games. 


JASON BROOKES 

FORMER EDITOR, EDGE 

During the awkward migration from 16bit 
to 32bit, news started to emanate from 
Japan about a new Sony 32bit machine. 
Remember, this was a time when there 
was really no gaming media beyond 
print magazines; the Internet — including 
email — hadn't been adopted yet in most 
tacets of UK lite. So hot gaming rumours 
or news trom Japan — something | 
probably valued more highly than nutrition 
or sleep at that time — had to be 
translated, typed up and sent on a fax by 
our newly hired correspondent, Nicolas di 
Costanzo, a stroppy Frenchman living in 
Tokyo teaching English, who was to 
develop a remarkable knack for 
schmoozing Japanese game execs. 

Back then, | was obsessive about 
console tech specs and the benchmarks 
by which new systems were becoming 
judged - the arbitrary ‘polygons per 
second’ in particular. So | was ecstatic 
when, in the thick of issue six's deadline, > 








“The system was 
extremely easy to work 
with and try ideas out on. 
It was the first time we 
had easy access to fully 
hardware-accelerated 3D. 
Bear in mind that back 
then 3D was all pretty 
much software rendered 
— even on PC you didn't 
really see the first wave of 
3DFX cards for another 
two years. Combined with 
CD storage, suddenly you 
were no longer restricted 
to trying to cram a game 
onto a floppy or cartridge, 
so you really did have a 
world of opportunities 
to explore. It was a 
really liberating system 
to work on, and I think 
that's why it allowed 
so many new and 
memorable experiences 
to be created." 


Steve Lycett 
Sumo Digital 














PlayStation 


01—03 The base hardware and controller moved through numerous variations before settling on their iconic 
shapes. 04 The Memory Card - an essential buy, alongside a second joypad. 05 The official Multitap addon 











we received a faxed list of impressive 
specs for Sony's upcoming 32bit 'PSX' – a 
list Nicolas had typed up from the Nihon 
Shimbun newspaper. We immediately 
cleared two pages for a news story and in 
the same issue devoted space to Sega's 
Satum specs, which had also just been 
revealed. Ridge Racer, a dazzling new 
3D coin-op from Namco, had taken the 
cover spot of that issue, as a harbinger 

of exciting things to come. 


MARTIN EDMONDSON 


Watching that initial realtime FRex demo 
just blew me away, and | remember 
buzzing with possibilities for games right 
at that moment. Destruction Derby was a 
game l'd wanted to make for a while 
since | loved going to watch derbies as 
a kid, but until PlayStation, no hardware 
had existed that could really do it justice. 
Getting the chance to present a fully 
tleshed game design to Psygnosis was 
both exciting and nerve-wracking at the 
same time, since the dev kits were so rare. 
Securing the kits was one of the most 
exciting times | can remember. 

When we got the kits into the office, 
it was just so easy to program. Within an 
hour or so of receiving the dev kit our lead 
programmer Mike Troughton had polygons 
spinning on the screen, and in less than 
seven days we had the fully textured car 
driving in a circle — on rails, to be fair — 
around a makeshift oval track. 

But for me personally it was the fact 
that for the first time, smooth, detailed and 
realistic 3D was easily achievable. This in 
itself transformed games, producing a 
complete step change from 2D to 3D, 
bringing in far more believable and 
immersive experiences. Once PlayStation 
arrived, nothing looked the same again. 


JAKE KAZDAL 

ARTIST, REZ AND SPACE CHANNEL 5; 
CO-FOUNDER OF 17-BIT 

| had just quit my job as a gameplay 
counsellor at Enix America, and was 
saving cash to go back to college. | 
was working my tail off in a dark, cold 
warehouse, keeping myself warm with 
thoughts of my soon-to-be-held PlayStation. 
Edge had a bunch of previews of all 
the upcoming 3D game insanity, and 

it kept me going through those dark, 


72 


Textured cubes and 
fast-moving, Gouraud- 
shaded circles were 
nifty enough as initial 
PS1 demos, but it was 
Sony's T-Rex that made 
the deepest impression 
among developers who 
got to see PS1 in the 
run up to its launch 





The first Edge cover 
to feature a PlayStation 
was 1994's issue 11, 
when Sony's console 
was still known as PS-X 








rainy Seattle days. It just seemed like 
the future, the arcade come home. 


JENS MATTHIES 

CREATIVE DIRECTOR, MACHINECAMES 
| was still at school when the PlayStation 
was announced, suffering through my 
final school years, trying to figure out 
what to do with my life. But | distinctly 
remember viewing the machine with a 
mixture of shock and disbelief. "Sony is 
making a videogame machine? Sony 
makes CD players, not videogame 
consoles." Then it was: “It's how fast?" 


COLIN ANDERSON 

| was DMA Design's audio engineer when 
the PlayStation launched at the tail end of 
1994 and about to become part of 
Nintendo's 'Dream Team' of developers for 
their Ultra 64 project. I'd not long finished 
the music and sound effects for DMA’s first 
Super Nintendo title, Uniracers, and had 
started work on the [eventually unreleased] 
SNES title Kid Kirby. | don't remember 
paying that much attention to the 
PlayStation launch. Not because | was 
firmly committed to the Nintendo camp 


or anything, but because there were so 
many companies launching games 
consoles around that time that it was hard 
to get excited about one that wasn't from 
Nintendo or Sega. | mean, we'd just been 
through the 3DO and Amiga CD32 
debacles at the time, so a console with 
3D graphics and a CD drive wasn't 
exactly news, even though it was from 
Sony. They were still a completely 
unproven name in the games industry, 
much as Microsoft were a generation later. 


PHIL HARRISON 


| remember thinking, 'Oh my God, the 
name is bombing and everyone is going 
to hate it.' | shared the information with 
Tokunakarsan [president of SCEI] and he 
said: "Oh, that's nothing. You should have 
heard what people said about Walkman." 


THE LAUNCH 


PlayStation launched in Japan on 
December 3, 1994, for ¥39,800, nine 
months before it arrived in the US and 
Europe. All 100,000 launch units sold 
out, with another 200,000 shifted in the 
subsequent 30 days. In short, it was a 
triumph, one aided by a strong lineup 
of launch software, led by Namco's 
storming port of its arcade title Ridge 
Racer, and driven by the comparatively 
low price of the system's games. 


SHUHEI YOSHIDA 
PRESIDENT OF WORLDWIDE STUDIOS, 
SONY COMPUTER ENTERTAINMENT 
On the morning of December 3, 1994, 
the day of the original PlayStation 
console’s launch in Japan, | was standing 
outside Yodobashi Camera store in 
Shinjuku, watching people purchasing the 
brand-new PlayStation console with a 
couple of launch titles, including Ridge 
Racer and Parodius. It seemed like every 
person lining up at the store was there to 
purchase a PlayStation, and everyone 
had a big smile on their face when they 
walked out the large electronics store 
with a console in their hands. 

| think we had shipped about 100k 


units to retailers for the launch, and all the 


PLAYSTATION 20TH ANNIVERSARY 


stock was gone in the first week or so. It 
was a great launch — people were so 
excited about the arcadequality 3D 
graphics and CD-quality sound of 
PlayStation games, especially Ridge 
Racer, which showed off the 3D 
realtime graphics technology. 


HIROAKI YOTORIYAMA 

| was one of the first consumers to buy 

a PlayStation. Perhaps the greatest Teruo ‘Terry’ Tokunaka, 

diff ih | беа the first president 
|Тегепсе was the price of software of Sony Computer 

PlayStation games were about half the Entertainment 


Incorporated, oversaw 


price of those that came before. | was a Коныр 


hardcore gamer and | spent most of my 
salary buying every single game released 
at that time. At that time | was so eager to 
experience every different idea, concept 
and design in every game. 


JASON BROOKES 


Because of Sony's tight control over its 
wholesale distribution chain, very few 
early units actually made it to the UK or 
other countries — in fact, Sony forbid the 
exporting of any units. Those few that did 
make it through were mostly purchased at 
retail — one per customer - for a little 
under Ұ40,000- £245 at that time. No 
surprise that on arrival in the UK this was 
initially hiked upwards of £800 by 
console 'grey import retailers eager to 
hook up desperate early adopters. 


JAKE KAZDAL 


| actually flew to Tokyo for the launch, and 
they were totally sold out. Supersenior 


Enix Japan man Futami-san toured me Compared to its main 

: ; competitor at the time, 
around the Enix Japan offices, then told Sega's Saturn, the PS1 
me of a wicked little underground shop architecture was a 


| M "e del of el .K 
deep in Shinjuku that would definitely 2 


have опе, and they did! | have а picture so-called Geometry 

ес ; Transformation Engine 
somewhere of me kissing my PlayStation WIDTH 
box while it was still on the palette. 


ED FRIES 


| was still managing the Microsoft Word 
development team when the original 
PlayStation launched, playing games in 
my free time and hoping to get back into 
the game industry. Just over a year later, | 
was running Microsoft's fledgling PC game 
publishing business. At first, PlayStation 
seemed like a potential ally. For example, 
in sports, both Microsoft and Sony were 
competing against EA. So | met with [Sony 





P 


Imagesoft's] Kelly Flock and we discussed 
teaming up to take EA on. Nothing came 
of it. | also met with [Verant's] John 
Smedley and for a while it looked like 
we were going to publish EverQuest, but 
that also didn't happen. Then later, of 
course, we became competitors when 
Microsoft launched Xbox in 2001. 


CHRIS DEERING 


Alter the Japanese launch, Tokyo thought 
we should launch initially only in UK, 
France and Germany. But by our launch 
on September 9, 1995, we were on the 
ground in 15 markets. What | most 
enjoyed was our annual conferences 
when we would share war stories and 
hunt for weak spots in the competition. 
My other most favourite thing was to nail 


بوا 


Gob 





exclusives for PlayStation, especially family 
tranchises like Disney movies. | knew trom 
the movie business that lead titles drive a 
company's momentum, enthusiasm and 
sense of pride, not to mention a significant 
point of leverage to secure retailer support 
in display and promotion. Watching 

these theories come to life and bear fruit 
was an amazing high. 


THE GAMES 


The PlayStation software library remains 
one of the most diverse and interesting 
of any videogame system. From 
Squaresoft's ever-bolder clutch of 
Japanese roleplaying games to Namco's 


first-rate arcade conversions, Capcom's 
blossoming survival-horror series, 
Konami's rhythm-action games and 
Polyphony's simulation racers through 
to unusual curios such as Ape Escape, 
PaRappa The Rapper, The Book Of 
Watermarks and Jumping Flash, it's 

an enviable and historic lineup. 


PHIL HARRISON 


The team at Namco had created the 
port of Ridge Racer trom the coin-op 
remarkably quickly. | remember realising 
that was going to be pivotal piece of 
software for the west in particular. 


YOZO SAKAGAMI 


Ridge Racer was first developed as an 
arcade game with [proprietary Namco 
coin-op architecture] System 22, which 
was very powerful. Moreover, people 
could play Ridge Racer in the arcade via 
a huge arcade cobinet, with a steering 
wheel and a gas pedal, so it was the big 
challenge for the console game in terms 
of how we could make it enjoyable to 
play using the PlayStation controller. 


YOSHINORI KITASE 


| was working as the co-director on 
Chrono Trigger for the Super Famicom 
when the PlayStation was launched. We 
had just started the final debugging stage 
of development, and the team was 
incredibly tired. Nevertheless, | remember 
our development team playing Ridge 
Facer night after night. 


YOZO SAKAGAMI 


| joined the team as a visual art leader 
at the beginning and ended up somehow 
as director of the game. Our team was 
relatively small — we had only three 
programmers and four visual designers, 
with only one PC debug station, which 
was called ‘COW’ among our team 
because the design of the PC itselt 
looked like a cow. 
Since PlayStation was a new 
console at that time, the debug process 
had to be managed by the programmer, 
and | needed to be in charge of not only 
visual art but also some parts of game 
tlow, game design and so on. As a 
result, | became director on the game. 
During the development of Ridge = 


73 





74 





“Т remember everyone 
being instantly won over 
by what they saw and 
heard on the day when 
our first PlayStation 
arrived from Japan, 
mostly upon seeing 
Ridge Racer in action, 

of course: a state-of-the- 
art coin-op adaption that 
loaded in about ten 
seconds while a pixel- 
perfect — and playable — 
wave of Galaxians 
swarmed down the 
screen. That was really 

a stroke of genius, I 
thought — such a smart 
juxtaposition of gaming’s 
past and future.” 


Jason Brookes 
Former Edge editor 


ave 


[үн i ee 


ly 


=. 


01 Ridge Racer (Namco, 1994). 02 Tekken (Namco, 1995). 03 Battle Arena Toshinden 
(Takara, 1995). 04 Jumping Flash (SCE, 1995). 05 Destruction Derby (Psygnosis, 1995) 





06 Wipeout (Psygnosis, 1995). 07 Tomb Raider (Eidos Interactive, 1996). 08 Resident 
Evil (Capcom, 1996). 09 Gran Turismo (SCE, 1997). 10 Metal Gear Solid (Konami, 1998) 


Racer we needed to work on everything 
from scratch, thinking about how we 
convert the visual data, how we could 
adjust each colour between the two 
versions, and so on. l'm pretty sure we 
requested lots of support from SCE, 
since it was a really early stage of PS | 
game development, but finding my own 
way to develop the game from scratch 
was the one of the best experiences | 
had during that time, and ultimately we 
enjoyed the challenges. 


JASON BROOKES 
The first PlayStation we received at Edge 
was actually just an empty plastic display 
unit reluctantly supplied by SCE London for 
issue 17's cover photoshoot. It wasn't until 
a Fedex box arrived from Nicolas, just 
prior to deadline, that we finally got our 
hands on the thing = which of course 
attracted a big audience of gawkers from 
neighbouring Future magazines as we 
unboxed it and plugged it into a big new 
telly specially bought for the occasion. 
People trom other departments always 
swamped the office when new hardware 
arrived, but there had never been this 
amount of interest, and it was mostly down 
to how convincing Ridge Racer was in 
showing off what the PlayStation could do. 
Of course, the initial launch wave of 
titles — partly a mixed bag of shooters and 
mah jong games, if | remember correctly = 
was just the beginning, and we'd only got 
a vague sense of what an astonishing 
impact the console would have upon the 
gaming world — even new gaming genres. 
We hadn't played the superlative Tekken, 
we knew nothing of Gran Turismo, or even 
FFVII, Resident Evil, Tomb Raider and 
Metal Gear Solid — all hugely original and 
genre-detining titles that the platform would 
give birth to over the next few years. 


YOZO SAKAGAMI 


Loading times proved to be one of the 
biggest challenges for game development 
on PlayStation, because it was still natural 
for people to play games without loading 
pauses at that time. Even though they 
could get used to loading while playing 
games, we wanted them to be able to 
play Ridge Racer as if there was no 
loading time. Of course, it was impossible 
to completely remove loading time, but we 


PLAYSTATION 20TH ANNIVERSARY 





The original PS1 joypad 
didn't feature analogue 
sticks, but Namco's 
NeGcon, released in 
1995, brought analogue 
steering to driving titles 
such as Ridge Racer 








FROM TOP Hideo Kojima 
and Kazunori Yamauchi 
had successful design 
careers prior to PS1, 
but the MGS and GT 
series saw them move 
into different gears 





Ridge Racer was already 
on our radar as early as 
issue six – albeit in the 
shape of the original 
Namco arcade machine 


P 


brainstormed and decided to load all the 
data while showing the PlayStation and 
publisher logo, which allowed users to 
directly start the game without any stress. 
On the other hand, in order to 
implement this process, it was necessary 
to limit the total amount of program and 
visual data we used, and we focused 
especially on texture data, putting limits 
on colours and the size of each texture. 
We believed that beautiful graphics were 
important, but providing comfortable 
game flow had to be a higher priority. 


STEVE LYCETT 

EXECUTIVE PRODUCER, SUMO DICITAL 
At the time of the PlayStation's launch, a 
bunch of game stores had sprung up 
around the Super Nintendo grey import 
scene in Sheffield. One day | wandered 
into one of these having just played on the 
ful-scale Ridge Racer at the local Namco 
Wonderpark, and there was a crowd 
gathered around a PlayStation running the 
very same game. lt was pretty mind- 
blowing to see a console as powerful as 
a full-on dedicated arcade system, 
especially as 3D was only really starting 
to take hold at that point in arcades. 

Later, | remember being at DICE when 
we were working on [racing game] 
Motorhead. Gran Turismo had just been 
released. All the guys were sat in the room 
looking at the replay feature and were 
just amazed at what they were seeing. 

It really felt like every new release back 
then just kept pushing boundaries, and 

that developers around the world were 

pushing to outdo each other. 


NAOKI YOSHIDA 
PRODUCER/DIRECTOR, FINAL 
FANTASY XIV: A REALM REBORN 
The first PlayStation came out just before 
| entered the games industry, but | can 
certainly remember going all out playing 
the time attack mode on the original 
Ridge Racer. | spent so much time dritting 
around the tracks in Time Trial mode that | 
ended up breaking the controller. Even 
now, | feel it was such a brilliant title that 
skirted the borderline between games and 
reality. | also enjoyed the Final Fantasy 
titles on PST, and I'm highly honoured 
to be able to work on the series today. 
One of the wondertul things about 


the system was how there were so many 
different types of game released, with 
wildly different design ideas. Even now, | 
feel totally blown away by and unable to 
compete with the game and character 
designs in Devil Dice. 


CLIFF BLESZINSKI 


FORMERLY OF EPIC GAMES; NOW 
OF BOSS KEY PRODUCTIONS 

The PlayStation singlehandedly reignited 
my love of consoles. Games like Battle 
Arena Toshinden and Warhawk might 
have the most mindshare for memories, 
but my favourite was Jumping Flash. It's 
a game that still inspires me. 


ADAM SALTSMAN 


CREATOR OF CANABALT 
| can count on one hand the number of 
videogames that | was obsessed with 
before the PlayStation arrived. On just the 
first PlayStation | had similar obsessive 
experiences with Final Fantasy VII, 
Warhawk, Tenchu, Metal Gear Solid, 
Crash Bandicoot, Jet Moto, Final Fantasy 
Tactics, Tomb Raider, Castlevania: 
Symphony Of The Night, Time Crisis, 
Iwisted Metal 2... and l'm probably 
missing a couple of others. | played so 
much that | had to tip the PlayStation 
upside down and keep the lid off and a 
set of screwdrivers handy to adjust the 
bias on the laser just to get the games 
to work after a while. It made a massive 
and permanent impression on me. 

| can perfectly remember the first time 
| entered ће Cistern level in the first Tomb 
Raider. It is impossible to say why, but that 
just made a huge impression on me. | 
remember a single afternoon where | ‘got’ 
Tenchu and breezed through five or six 
levels in one go, as if | was іп a trance, 
and unconsciously spending the next day 
at school peeking around corners to see if 
there were guards down near the gym. 
And | remember playing Metal Gear 
Solid and thinking, ‘This is it — this is the 
tuture of games’. For once, | was right. 


SHINJI MIKAMI 


It was the first system that allowed me to 
make a game with 3D polygons, so | 
remember everything being totally new. 
We had to learn everything from zero, so 
it wasn't easy, but at the same time my № 


75 








hopes were high. Fortunately, Resident 
Evil was well received, and the hard 
work paid off. 


MARTIN EDMONDSON 

Prior to PlayStation, we'd had some 

hits like Shadow Of The Beast, but they 
were limited in their appeal, and sold to 
a pretty hardcore Amiga-owning gamer. 
Destruction Derby and Driver were 


successful on a whole other level, reaching 


a more massmarket audience that Sony 
had created with the PlayStation. It 
certainly got us noticed. GT Interactive 
bought Reflections towards the end of 
development on Driver, so that game 
was life-changing in that respect. 


THE COMPETITION 


Competition for domination of the console 


market was never as fierce as it was 
during the mid- 1990s. Nintendo 64 and 
the 32bit Sega Saturn vied for consumer 
attention alongside upstarts such as 
Sony's offering and 3DO, Fujitsu's FM 
Towns Marty, Apple's Pippin, NEC's 


PC-FX, and Atari’s Jaguar, its final attempt 


to recreate the success of its VCS/2600. 

It was a time of unprecedented choice for 
videogame consumers and, for failures in 
the market, a time of unprecedented loss. 


TRIP HAWKINS 

FOUNDER, THE 3DO COMPANY 

At the time of the PlayStation launch | 

was waiting at 3DO, wondering what 

the Japanese price would be. We were 
struggling to get 3DO sales at $499, but 
Sony did pretty well in Japan and then 

of course stunned everyone when they 
launched at $299 the next year in the US. 


PHIL HARRISON 

At ЕЗ in 1995 [Sony Interactive 
Entertainment president] Olaf Olafsson 
was doing the spiel about growth in the 
industry and droning on = it was 
deliberately staged that way. | can't 
remember a single thing about his 
presentation, but he did say that he'd like 
to bring on stage the president of Sony 
Computer Entertainment America to 


76 


PLAYSTATION 20TH ANNIVERSARY 





L 





The 3DO hardware 
launched by Trip 
Hawkins (above) was 
set to get an upgrade 
via the proposed M2 
module, giving it PS1- 
rivalling power (top), 
but the success of 
Sony's console put paid 
to long-term viability 
for the platform 


% 

E 

s 
зро 


т 


share with everyone an important piece 
of information. Steve Race went up to the 
microphone, just said, "299", and sat 
back down again. [Sega had just 
announced a retail price of $399 for 

its Saturn console.] The room erupted. 


TRIP HAWKINS 


| was at the E3 conference in 1995 
when the US launch price of $299 was 
announced from the stage. Howard 
Lincoln of Nintendo was also on stage 
and immediately mocked what he saw as 
a moneyosing proposition by saying, “| 


hope your shareholders like that". But what 


it demonstrated was Sony's compelling 
commitment to longterm success. They 
knew that the manufacturing costs of 
CD-ROM drives and RAM would come 
down a lot within a year. They put an 
enormous bet on the table, but their 
intelligence matched the swagger. 


GEOFF GLENDENNING 

FORMER HEAD OF MARKETING, SONY 
COMPUTER ENTERTAINMENT EUROPE 
Sega's Saturn launched six months ahead 


of the PlayStation. Their advertising 
campaign = gritty and edgy = was 
amazing, whereas our mainstream ads 
were quite young and childish. They had 
a pretty similar lineup of games, the 
technology was similar, and they were far 
better known to consumers. And yet when 
we came to Easter in 1996, when we 
dropped the PlayStation's price to £199, 
it all changed. Sega's head of marketing 
had called me up and said, "We're not 
scared — you all look scared, and as 
you're running away, we're going to 
chase you out of town with a baseball 
bat." That Easter, PlayStation outsold the 
Saturn by eightand-a-half to one. They 
never recovered from that. From that point 
onwards, they started to be delisted 

from the high street retailers. 


JEFF MINTER 


When the PlayStation launched | was in 
the midst of moving to California to go 
and work for Atari. Personally speaking, 
it had a pretty negative effect, as the 
system ended up being much more 
popular and better than the Atari Jaguar 
and likely precipitated the end for Atari, 
thereby putting me out of a job! But the 
end of one job led to another, and just 
like everyone else | still loved playing 
the PlayStation regardless. 


JASON BROOKES 


Those early days of Edge were all about 
transition. It was a time when 1 Obit 
computers = Amiga/ST = and consoles — 
SNES/Mega Drive — were duking it out 
for market share, the PC was also starting 
fo turn heads as a games machine, and 
the newly arrived 3DO and Atari Jaguar 
were jostling for a head start on the 
coming ‘next generation’. But these latter 
systems quickly fell short of convincing 
gamers and developers - 3DO was way 
too expensive, and the Jaguar seemed 
underpowered. Most notably, many 
‘nextgen’ games were cursed with barely 
interactive FMV or were just poorly 
designed western action games. As a 
result, we found ourselves in a moral 
dilemma, between encouraging readers 
to support the fledgling systems while 
cautioning them to hold out in case 
something better came along. The 
uncomfortable truth we felt so palpably 


back then was that the next generation 
could – and should - be so much better. 


DOUG BONE 

FORMER GAMES MANAGER, НМУ; 
NOW GENERAL MANAGER, UK & 
DIGITAL, SQUARE ENIX 

| was working at HMV's Liverpool 
branch, at a time when the 'hot new 
consoles' were the Atari Jaguar and the 


3DO. Both had generated a lot of interest, 


but there's no doubt it was Sega's Saturn 
and Sony's PlayStation that were 
generating the most excitement. We'd 
followed their Japanese launches — mainly 
via Edge — and everybody was pumped 
about the opportunities from the new 
hardware and the delivery of, finally, true 
‘arcade perfect" experiences at home. 
These machines were going to do 
everything we'd always wanted and in 
the case of PlayStation, having a brand 
that was cool in its own right — not just to 
gamers — meant that everybody else was 
starting to take an interest, too. 


JAKE KAZDAL 


| brought my new Japanese PlayStation 

to my friend's game studio, Lobotomy, 

in Seattle. They had a 70" TV with a 
bunch of other systems hooked up to it. 
The whole company came down to the 
break room to check out my new toy, 

and as we played our first game of Ridge 
Racer on this massive TV, | remember my 
friend Kevin Chung just screaming out: 
"DUDE, 3DO IS SO DEAD!" Classic. 


JASON BROOKES 
In Sony's offices, after signing a bunch of 
NDAs, we were granted time with a PS-X 
dev kit, a prototype controller and the 
infamous animated dinosaur that we'd 
already printed a screenshot of in the 
magazine. It was jaw-droppingly 
impressive compared to any 3D graphics 
we'd seen running on a home system, and 
we also got to experience some other 
realtime demos of the graphics and sound 
capabilities, which also embodied the 
mantra that SCE Japan would later tout: 
"If it's not realtime, it's not a game". 
Atterwards, on the train home, dazed 
by the beauty of the visuals we'd seen, | 
remember us salivating at the possibilities 
of 30fps, realtime, textured worlds, and 





SCE man Geoff 
Glendenning (above) 
helped to take PS1 
to war with Sega's 
Saturn (below). It 
didn't take long for 
a victor to emerge 











With Star Wars and 
Zelda titles in the 
works, it was impossible 
to ignore ‘Ultra 64’, 
Nintendo's response 

to Sony's ambitions 


feeling pretty special that we were the 
only UK journalists we knew of who had 
somehow been admitted to Sony's secret 
club. Of course, the bittersweet reality was 
that we weren't allowed to reveal a thing 
in the magazine. 

With hindsight, that meeting was 
quite a shrewd move by Phil Harrison, 
even if it wasn't intentional. From that 
moment onwards, our faith in the current 
‘nextgen’ console establishment waned 
fast. With Nintendo's nextgen plans still 
unknown, we felt even more assured that 
the real next generation was to be a two: 
horse race between Sega and Sony. As if 
to hasten this, a cynical, no-punches-pulled 
3DO article was run in Edge issue ten, 
suggesting on the cover that it might be 
‘'3DOA’ for poor old Trip Hawkins and 
his nextgen ambitions. To this day, | still 
teel bad about that cover. 


THE MARKETING 


In every territory, Sony’s marketing of its 
PlayStation was unlike anything that had 
come before. This was a new system, 
carrying a new message with the promise 
of a new way of doing things. Nowhere 
was that clearer than in the UK and 
Europe, where, aided by games such as 
Wipeout, the PlayStation name became 
synonymous with club culture and the 
underground. This was a console with 

a cultural cachet that no videogame 
system had enjoyed before. 


GLEN O'CONNELL 


FORMER HEAD OF UK PR AT 
WIPEOUT PUBLISHER PSYGNOSIS 
PlayStation spoke to and engaged 
with gameplayers as people and offered 
things that retlected their own personal 
interests; it didn't talk down to them as 
children. It also had games that looked 
and sounded like nothing that had 
come before. PlayStation helped open 
up the industry to delivering content 
that was as credible as any other 
entertainment form. 

As well as the work the Psygnosis 
team and its titles did to support the 
launch of PlayStation, there were also 
some incredibly smart and talented 
people working for PlayStation UK, such 
as Geoff Glendenning, who really helped 
push PlayStation out there in an edgy way 
that smashed down many barriers for the 
whole industry. If you look back at the 
SAPS [Society Against PlayStation] 
advertising campaign they were asked to 
launch with compared to what this new, 
smart and credible teen and 20-something 
audience who bought into PlayStation 
was demanding, the innovative guerrilla 
work Geoff spearheaded in the UK 
definitely touched the passions of these 
opinion formers like never before. Without 
their energy and desire, PlayStation may 
have just been another games console 
with good sales that appealed to core 
gamers, rather than becoming one of 
the world's most successful brands, 
which it remains today. 


GEOFF GLENDENNING 


The interesting thing was that a brief had 
been put out to the European agency 
saying that the position of the PlayStation 
globally was ten- to 14-year-old boys. It 
was very much following the Sega and 
Nintendo business model. But | didn't think 
the market could sustain three major 
players in the console market. | mean, the 
record for the most number of installed 
consoles in the UK was held by the SNES, 
and they'd sold | think two-and-a-half 
million. That was the market saturation 
point in those days. 

It all coincided with the rise of club 
culture. You had this massive movement of 
underground that was becoming kind of 
mainstream in the mid- 905, around the № 


77 








time of the launch of PlayStation. It also 
coincided with a media explosion of 
lifestyle magazines to report on the 
subculture. | began to write a topline 
document in my spare time called 
‘Credibility for PlayStation’, which was 
arguing that perhaps we should be 
launching PlayStation not to ten- to 
| 4-yearolds, but actually, keeping in 
mind the 32bit technology and the jump 
in games quality, to get on the top of the 
piles of influencers and opinion formers, 
to actually drive quite an older brand 
position. | proposed that we should be 
looking at an 1840-35 age group, to 
go for that position because that's what 
the kids aspire to. 

| printed this document and put it 
in everybody's pigeonholes, and it's 
something that we as a team adopted. 
We felt we could create word of mouth 
in the underground and build this essential 
sense of credibility. The build-up to the 
'95 launch was very much in the early 
day of identifying, connecting with, and 
building an army of ambassadors within 
youth culture. It coincided with the spread 
of club culture out of the UK. | don't think it 
would be replicable. It was almost entirely 
part of the zeitgeist. And we were able to 
get away with it because Chris Deering, 
as president, had such global respect. 
The Japanese pretty much let us, Europe 
or EMEA, get on with it. 


CHRIS DEERING 


| think that our marketing in Europe 

was really special, employing tactics 
from the music industry in reaching 
audiences in many personal ways and 
not just with big TV budgets. We did 

a lot of Red Bulltype sponsorships of 
skateboard and snowboard events. | 
believe that SCEE was extra special 
because we hired very young, very 
passionate people who just wanted to 
make a difference. We had no stock 
options in the beginning, and our pay 
scales were low, but we made it a 

fun place to work. Even as late as seven 
years into the life of SCEE, our average 
employee age was 25. So, as you can 
imagine, a great deal of our really coolest 
strategies and tactics were dreamed 

up at office parties, birthdays and any 
other excuse for a piss-up. 


78 


PLAYSTATION 20TH ANNIVERSARY 


CLOCKWISE FROM TOP 
Psygnosis's Nick 
Burcombe and Nicky 
Carus-Westcott prepare 
for the launch of 
Wipeout in 1995; the 
dedicated PS1 area 

at Ministry Of Sound; 
official Wipeout garb 


I CONSIDER ITA 
ТЕЛІ! ІЗ 
ПІШІП: 
PLOYIOG THE PAAT OF 
THE PITATE. 


ig. 


Ж F 


Ww 
““ 


< 


Sony's US division 
didn't quite get with 
the programme at first, 
coming up with the 
awful, much-derided 
‘Polygon Man’ mascot 








L 





GEOFF GLENDENNING 


| was a real pitbull terrier then, always 
going out to rock the boat. | had a vision, 
which wasn't about spending shitloads in 
a traditional way on mass media. Because 
we had the NTSC machine for almost a 
year before the European launch, we had 
a year to seed credibility. And one thing in 
the early part of '95 that gave me such 
confidence was presenting to people 
that'd come into the office from magazines 
like The Face, iD, or obscure underground 
magazines which had readerships of 
maybe 5,000. I'd say, "Do you like 
videogames?" And they'd go, “No, we 
hate them." I'd say, "OK, that's fine — just 
have a look at this and see what you 
think." And without exception, every single 
person walked out going, "All right, this is 
fucking amazing." People were actually 
printing just a series of screenshots in their 
magazines because Battle Arena Toshiden 
looked so amazing. Nobody had ever 
seen anything like it before. 


CHRIS DEERING 


| remember in 2001, our Belgian team 
had a giant PlayStation party on a 
Saturday night in a huge indoor bicycle- 


racing arena in Ghent to celebrate some 
sales milestone. When they told me that 
they were importing a DJ from Japan and 
were expecting 3,000 people, | 
panicked, thinking that they were blowing 
their marketing budget on an indulgent 
frivolity. But the Belgian team had a 
different plan. They partnered with a radio 
station to push the event as the place to be 
seen, and actually charged consumers 

*€ 30 each to attend the event. SCEE 
Belgium turned a profit. The party was due 
to end at 3am, but actually continued until 
8am on Sunday morning. | took the train 
over to see it, and it was amazing. 
Another fantastic memory involves a similar 
type of party in Zurich that was held in an 
abandoned jail, and another in Barcelona 
in an indoor bullfighting arena. We 
wanted to have fun, and for our fans to 
have fun. They responded. PlayStation 
was not just a product, it was a culture. 
For many, it remains one today. 


LEE CARUS 

ARTIST, WIPEOUT; CO-FOUNDER, 
FIRESPRITE GAMES 

I'll never forget getting invited to our little 
superclub here in Liverpool, Cream, for a 
night that the brilliant Sue in marketing had 
put on for some competition winners. | 
thought, ‘Free night out at Cream — what's 
not to like?’ Being local and into that 
scene, l'd been to Cream many times, but 
this time was different. | was ushered past 
the queues waiting to get in and straight 
into the VIP section. | remember thinking to 
myselt, ‘This is odd’. While marketing did 
have these VIP tickets, the club is massive, 
so it was filled with the usual crowd, and 
as usual | was keen to get in among them. 

When | got down to the floor, | was 
blown away. | looked up and saw that the 
massive projection screens that normally 
displayed Chemical Brothers or Orbital 
videos were showing footage trom 
Wipeout. As | walked on, | noticed the 
clubbers taking time out to play the game 
on pods that Sue had installed. But it 
didn't feel weird, it didn't seem out of 
place - it looked right! It felt right! 

Later on, Sue came rushing over to me 
with this guy who won a competition in 
France to be at the Cream Wipeout event. 
She introduced me as a member of the 
dev team, and his eyes lit up. He b 


Play*ration 


“ТЕ was very much 

about generating word 
of mouth from the 
underground. I actually 
had a small team 
in-house. I felt it 
essential not to be a 
faceless corporation. For 
example, we were next 
door to Sony Music, and 
I wanted to go and meet 
the team there. I was told: 
‘No, no, you have to wait 
to be introduced, Well, 





bollocks to that. So Tjust | mr ыи reines 
got a massive stack of 222 1 v— плот Garner 10 
games and just went floor РЫ. да сады а 

to floor and met every 

record label, every 06 07 08 


marketing guy, and built 
relationships there. 
When we launched, we 
gave free PlayStations 
to all of the important 
Sony Music artists." 


Geoff Glendenning 
Former head of marketing, SCEE 


= 
© 
in % 
E 
c 
rr] 
e 
c 
о 
m 


01—02 With PS1, Psygnosis transformed its 
image from purveyor of fantasy-themed 
computer games to the home of Wipeout. 
03 Ministry Of Sound was one of many Sony ys efe 
partners in clubland. 04-05 The Wipeout Wel 
game and music album. 06 A PlayStation/ ь than 
The Face crossover. 07-08 The Chemical | а І 
Brothers and Orbital, stars of Wipeout's 
soundtrack. 09 The infamous perforated PS1 
flyer. 10 An early focus on the PS symbols. 
11 PS1's first UK TV ad, featuring 'SAPS' 





79 





fumbled around and pulled out a camera 
and thrust it into Sue's hand, saying, "Take 
a picture, take a picture!" | must have had 
the most confused look on my face when 
he developed the film. 

That night, | realised that Wipeout 
might be quite popular, but more 
importantly that this litle grey box called 
PlayStation might be massive. 


GEOFF GLENDENNING 

We ended up installing PlayStation rooms 
in 52 nightclubs across the UK. We gave 
them kit and tree games regularly, and 
they built their own special rooms. And 
"уе a document somewhere that shows all 
the photographs of every different room — 
every room was different. We didn't do 
every club, we just supported the top club 
in every town, so it became cool for them 
to identify that they had PlayStation. It 
ended up that they'd put our logo on their 
flyers as well. Fitty-two clubs were putting 
our logo on every flyer they distributed. 
We had more than ten million flyers a 
month going out across the UK with our 
logo on them, for free. We had visuals 
playing in every club because | did these 
mixed visuals tapes. We were sponsoring 
Tribal Gathering and Big Love. We pretty 
much owned club culture. 


THE SALES 


PlayStation's relatively low pricing gave 
the console the early boost it needed 

to take root in the Japanese market. 
Within a month, the console had sold 
out its 300,000-unit allocation. While 
Sony lost a considerable amount of 
money on each console sold until the 
end of 1995, the fact that the machine 
was ¥5,000 cheaper than Sega's Saturn 
was crucial. By March 2007, Sony had 
sold 102 million PlayStation systems 
into homes across the world. 


YOSHINORI KITASE 


Because the games were sold on 
CD-ROMs, music shops and convenience 
stores suddenly started to sell games in 
Japan. Before that, people could only buy 
games in dedicated game stores. | was 


80 


PLAYSTATION 20TH ANNIVERSARY 























The best ad campaigns 
to accompany Sony 
consoles over the years 
- this one's probably 
still our favourite — 
have their roots in the 
work done by Geoff 
Glendenning's team 

at the very beginning 
of PlayStation's life 


L 


recta 


F 


quite worried at the time as to whether 
customers would be able to keep up with 
these changes, and whether we would be 
able to sell our games properly. When 
FFVII was released, | wanted to see with 
my own eyes whether customers would 
buy our game or not, so | went out at Zam 
— the time that convenience stores opened 
— and stood watching in the shops to 
check on the customers lining up at the till. 
| asked around later and it turns out | was 
not the only one who thought like that — 
lots of the other team members had also 
been on stakeout at their local 
convenience stores that morning. 


GEOFF GLENDENNING 

[UK retail chain] Dixons were very 
arrogant in those days, and they believed 
through their successes that if you were 
launching a consumer electronic product, 
it you didn't have Dixons selling it, you'd 
fail. It was a real concern, particularly 
within the sales department, that we didn't 
have Dixons and that potentially we were 
going to fail. But | never had any doubt it 
was going to be a huge success. | knew 
what the word of mouth was with most of 
the influencers, and the momentum they 
were building up. Then, in Easter 1996, 
after we dropped the PlayStation's price, 
we outsold Sega's Saturn by eightand-a- 
half to one. Dixons came right back on 
board then. But | think, to be honest, the 
chain was in decline from there. 


CHRIS DEERING 


Our original European business plan was 
to sell around four million PlayStation over 
three years, and around 15 million 


games. It seemed like an impossible 
dream, given the strength of Nintendo and 
Sega. | was thrilled to have a go at facing 
of against Nintendo’s Howard Lincoln and 
Sega's Тот Kalinske, but we were just 
hoping at that stage fo get a permanent 
seat at the grown-ups’ table. We knew 
that the Sony name and image would 
expand the console market and make 
gaming more respectable as a family 
entertainment medium. 

My favourite experiences at SCEE 
were holding meetings with the heads 
of our subsidiaries in 1 2 countries, 
including Australia and New Zealand, 
and distributors from Iceland and 
Scandinavia to South Africa and Turkey 
and Saudi Arabia. | was used to dealing 
with all of these territories, plus Japan and 
South Korea, Taiwan, and all of Latin 
America at Sony Pictures, so | wanted to 
leverage this with a common plan around 
the world, something that Sega and 
Nintendo didn't really have, with their 
distributors mostly fighting one another, 
shipping into each other's markets to 
make their numbers. 


DOUG BONE 


Glen O'Connell from Psygnosis was a 
regular customer in HMV and he brought 
a PlayStation in to give me a sneak peak 
of Wipeout. He then left it there for a 
week or so, as he was keen to hear what 
sort of reaction it was getting. This was in 
early 95 and, in short, the response was 
phenomenal. We'd have crowds gathered 
in the shop, so we decided to start taking 
preorders, months in advance of when we 
were officially meant to. HMV head office 
found out about this, and their head of 
games, Gerry Berkley, called me to find 
out where all these preorders had 
suddenly come from. Then he decided thot 
I'd be the right person to move down to 
London and help them launch the console 
across the whole chain. Those were my 
first steps into the industry. 


THE IMPACT 


With hindsight, it’s easy to see how 
Sony's console disrupted the videogame 


market in fundamental ways. The 
company’s initial absence of an in-house 
software development studio meant that 
the company was able to attract all of the 
major publishers to create games for its 
platform, knowing that their titles wouldn't 
be passed over in favour of heovily 
marketed firstparty releases. 

Sony Music's understanding of the 
need for diversity and nurturing small- 
studio talent resulted in a wave of new 
studios being founded across Japan, all 
of which were able to thrive on Sony's 
comparatively generous royalty rates. 

Meanwhile, the positioning of the 
system as an entertainment centre, able 
to play music CDs as well as games, 
showed the importance of technological 
convergence in the home (PS2's DVD- 
playing capabilities would lead Sony to 
dominate the market in later years), while 
the fact that this was marketed as a 
machine for adults, rather than a toy for 
children, helped broaden the artistic 
ambitions of its game makers. 


GLEN O'CONNELL 


Prior to the European launch titles, 
| remember taking home an NTSC 


Japanese console in late 1994 with Ridge 
Racer and Toshinden for the first time and 
being blown away by how incredible it 
looked and sounded. | can only describe 
it as like having a coin-op in your living 
room, especially with the TV volume turned 
up. It was such a step up, in terms of 
audio and visuals, from SNES and Mega 
Drive, or even the CD-based stuff we saw 
on Mega CD and 3DO, which felt like 
impersonal PC4ype experiences stuck on 
CD because they could fill the space. 

It's easy to say this now, but it definitely 
felt like this little grey box would shine a 
big bright light towards the future of the 
games industry and do more than any to 
deliver the acceptance of gaming as a 
credible pastime. 


LEE CARUS 


Once Wipeout launched, things changed. 
The phone started ringing — all of a 
sudden other companies wanted to grab 
some of the talent that was associated 
with Wipeout, with a PlayStation launch 
title. | remember walking around one of 
the big game shows in London after 
launch — was it ECTS? — and people 
manning the stands would check out your 





Sony's willingness to 
embrace risk from the 
outset set an agenda 
that would see directors 
including David Lynch 
signed up to create 
unusual ads to define 
the PlayStation brand 
as it's evolved over 

the past 20 years 





Glen O'Connell headed 
up PR for games such as 
Wipeout at Psygnosis, 
before moving to EA. 
He now runs a sports 
and entertainment 
marketing consultancy 


name badge and basically wrestle you 
into their meeting rooms for a ‘quick chat’. 
A few companies in the US came calling 
and even arranged for me and others to 
fly out to talk about moving there. | 
decided against it in the end, but the 
experience changed me. | wanted more 
of that, but | wanted to do it with Sony, 
and eventually | did. Even now, 20 years 
on at Firesprite, I'm still loving the journey, 
especially with helping to deliver another 
PlayStation launch title with The Playroom 
on PSA. | think hardware launches are in 
my DNA now. It's a buzz that comes 
around infrequently, and the team at the 
studio and | love being a part of it. 


NICK FERGUSON 


FORMER NET YAROZE PROGRAMMER 
Sony's Net Yaroze programme is 

directly responsible for my career in the 
videogame industry. | remember visiting 
my friend James Rutherford's student flat 
when he showed me his Net Yaroze 
game, Snowball Fight, which he'd coded 
for a competition in Edge. | was simply 
blown away to discover that someone | 
knew had written a console game 
singlehanded. It was a thunderbolt - | 
realised overnight what | wanted to do. | 
went out and bought a copy of C For 
Dummies the same week. Once | was 
contident | could get my head around the 
basics of programming, | ordered a Net 
Yaroze using the remnants of my student 
loan. | wrote one-and-a-half terrible games 
for it — | was more of a C script kiddie 
than a real programmer, given my reliance 
on tutorials and existing source code — but 
that was enough in 1999 to get me my 
first job in QA. My friend James landed 

a programming job at Reflections, starting 
there just after the release of Driver. 

That was pretty cool, | thought. 


GLEN O'CONNELL 


Taking home an import machine for the 
very first time felt like a Christmas-morning 
emotion as a young child. People who 
came to my house couldn't believe what 
this little grey box was outputting on the 
screen. Loaning my local HMV store an 
import PlayStation and seeing the 
giddiness of the games manager Doug 
Bone excitedly showcase it to customers 
as they flocked to see it will live long in > 


81 








my memory. And getting up early to 

drive down to Ейде5 offices in Bath with 
Psygnosis's own games, like Wipeout, 
remains a definite highlight. There was no 
hard sell because everybody wanted to 
see it, touch it and talk about it. It was 
incredible to have such a wonderful- 
looking and -sounding product to help 
showcase what the console was all about. 
The fact we also took gaming into an 
adult environment,with support from bands 
like The Chemical Brothers and The 
Prodigy across nightclubs, allowed 
everybody connected to the game to feel 
like they were showcasing it to people 
who shared their own personal interests, 
as opposed to trying to think what an 
eight to tenyyearold may or may not like. 


JASON BROOKES 

| think [PlayStation's popularity] had a 
lot to do with Sony's more open stance 
to working with developers. With 
PlayStation, Sony opened its doors to 
its development environment in the way 
that Japanese hardware companies 
previously hadn't. Instead of controlling 
and restricting information, Sony 
development staff, and particularly Phil 
Harrison, shifted the power struggles 
from a top-down, authoritarian model 
to today's more mutually beneficial 
developer ‘partnerships’. 

For publishers, there were better 
economic incentives, too. Through the 
late '80s and early '9Os, most game 
companies felt trepidation when ordering 
production runs through Nintendo and to 
a lesser extent Sega, simply because 
cartridges cost so damn much that the 
financial risks suffered with a flop were 
huge. This was lessened with the 
PlayStation since the manufacturing 
savings of CD-ROM enabled Sony to 
carve Y4,000 off the cost of a new 
game. The launch lineup of PlayStation 
games shipped for 5,800 each - about 
£35 at the time — and by comparison 
most Super Famicom games were stil 


selling tor ¥9,800 yen [£60]. 


COLIN ANDERSON 

From a professional perspective, the 
PlayStation had a pretty big impact 
because it ultimately ushered in the 
CD-ROM as a legitimate mainstream 


82 


PLAYSTATION 20TH ANNIVERSARY 


A 











mH — 











Sony's Net Yaroze 
PlayStation, and some 
of its best-known 
games: Total Soccer, 
Terra Incognita and 
Snowball Fight 


games medium, and that marked a sea 
change for anyone working in the field of 
game audio, as | was. While there had 
been games with CD soundtracks before 
then, they were still relatively rare in the 
early/mid- 90s. The PlayStation's mass 
adoption meant that CD music would soon 
become commonplace. Some of the early 
PlayStation titles really started taking 
advantage of that, probably none so 
importantly from my perspective as 
Wipeout. Tim Wright's incredible original 
soundtrack coupled with the high-protile 
addition of tracks by artists like Leftfield 
and The Chemical Brothers set a really 
high standard for any of us releasing on 
the platform after them. That strengthened 
my argument a lot when | began 
campaigning to have a CD soundtrack 
tor Grand Theft Auto. When we initially 
started developing GIA it was firmly 
expected to have a MIDI soundtrack of 
some description, so Craig [Conner] and I 
were sketching out ideas as standard MIDI 
files, but then by the end of 1995 DMA 
had installed one of the world's first entirely 
hard-disk-based recording systems to 
record a CD soundtrack for the game. l'm 
not sure that would have happened if it 
hadn't been for the PlayStation putting CD 
music front and centre, and Tim setting the 
bar so high with Wipeout. 

It had such a tremendous effect on the 
industry because it fundamentally changed 


the culture of gaming. Some of that was 
technological — the mainstream adoption 
of 3D graphics and CD audio - but most 
of it was to do with marketing and 
perception, involving companies like 
Ministry Of Sound and The Designers 
Republic. It took it from a niche industry of 
hobbyists and enthusiasts making games 
for themselves and their friends, and 
began its transformation into the legitimate 
massmedia entertainment business it is 
today. All of a sudden it was OK for 
someone over the age of 14 to admit that 
they enjoyed playing computer games. In 
today's enlightened society of geek chic, 
where it's now cool to be nerdy, it's 
actually hard to remember how socially 
unacceptable it was to be a gamer in 
most circles back in the '9Os. But suddenly 
clubs in london and New York were 
installing gaming stations sponsored by 
Sony where clubbers could relax between 
Oakentold sets with a few rounds of Virtua 
Fighter or Ridge Racer. That opened up 
the entire market for games to a new 
demographic, and as a result when our 
first PlayStation game eventually launched, 
it was selling four copies on PlayStation for 
every one it sold on PC. 

PlayStation changed the culture by 
bringing an adult audience to gaming 
who were interested in edgier content than 
the traditional fantasy and sci-fi fare our 
industry had been renowned for up to that 
point. PlayStation suddenly made it cool to 
be a gamer. In an industry still convinced 
of the importance of technology and 
original ideas, it's funny to think that one of 
its most significant changes of the past 20 
years had almost nothing to do with tech 
or ideas at all, and everything to do with 
image and perception. 


DOUG BONE 


The PlayStation made its own rules. It had 
a simple proposition — lots of greatlooking 
games! — and instead of just aiming low 
and trying to engage with youngsters in 
the playground, as had happened with 
the previous generation, it shot at an 

older demographic, confident in the 
knowledge that if the big brother wanted 
it, then the younger brother would 

aspire to it anyway. | was in HMV head 
office at the time and you could see 
people's attitudes changing, fast. P 





“Today I look back on 

the more experimental 
and strange side of the 
PlayStation catalogue and 
can see how far ahead 

of the curve studios like 
NanaOn-Sha and ArtDink 
were. Their creativity 
continues to inspire me. 
When I was a teenager I 
desperately wanted to 
make PlayStation games. 
I spent ages practising 
low-polygon 3D models 
and optimising my 
textures and practising 
my vertex lighting. Now 

I fantasise about building 
programmable graphics 
pipelines with bad 
anisotropy, rounded 
vertex coordinates, and 
dithered screen-spaces in 
Unity, just to recreate the 
look. PlayStation is an 
aesthetic in and of itself" 


Adam Saltsman 
Creator, Canabalt 





01 Vib Ribbon (SCE, 1999). 02 LSD: Dream Emulator (Asmik Ace, 1998). 03 Harmful Park 
(1999, Sky Think). 04 Bust A Groove (Enix, 1998). 05 Parappa The Rapper (SCE, 1996) 


05 


РГТ АЛЛАМ 


03 


06 


06 Devil Dice (SCE, 1998). 07 1Q (SCE, 1997). 08 Bushido Blade (Square, 1997). 
09 The Book Of Watermarks (SCE, 1999). 10 Incredible Crisis (Tokuma Shoten, 1999) 











83 





Remember, this was a time when 

Britpop was absolutely booming and 
bands like The Prodigy and The Chemical 
Brothers were starting to really hit the 
mainstream, yet on many a Monday 
morning, our MD, Brian Mclaughlin, 
would come to the games department 
first and ask us stuff like, "How many 

Е Is have you sold?" Only then would 

he eventually go to the music department 
to see how the new Pulp CD had 

done. like... wow. 


GLEN O'CONNELL 


Prior to PlayStation launching, talking of 
working in the gaming industry or playing 
games to people outside of the industry, 
or even to many of your own family and 
circle of friends, didn't always seem right. 
You'd find yourself not being taken 
seriously and asked, "When are you 
going to get a real job?" Or people 
would say things like, "Games are for 
eightyearolds, aren't they?" It was 
perceived as much more of a niche 
hobby than it is today. While it didn't 
change overnight with PlayStation, it was 
certainly as big a tipping point for the 
gaming industry as any other. 


JAKE KAZDAL 


| think the impact was partly due to the 
face that the prohibitive licensing structure 
Nintendo enforced was finally obliterated, 
paving the way for many small studios to 
do all kinds of fun, weird, new, lower 
budget titles. At the same time, it was the 
first time 3D gaming had an opportunity to 
affect so many people, and really change 
the way people felt about videogames. It's 
not often such a quantum leap in how 
games are perceived comes along, and 
this was arguably the biggest transition 
gaming had ever experienced. There were 
consistently new paradigms and new 
genres throughout the life of the 
PlayStation, a time of constant discovery 
for both developers and players alike. 


LEE CARUS 

Most of all, | think it was about the 
people. There was an almost celestial 
alignment of talent that came together, 
from fearless, fledgling marketers to execs 
that were willing to take a chance on 
innovation. From the hardware guys in 


84 


PLAYSTATION 20TH ANNIVERSARY 





ABOVE The Japan-only 


PocketStation, offering 


an LCD screen, was 
released in 1999. 


RIGHT Sony introduced 


PSone, a considerably 
smaller PlayStation 
model, in mid-2000 





Teiyu Goto has 
revamped his original 
design as Sony has 
worked through four 
generations of PS 
hardware, but the 
joypad's central form 
factor hasn't changed 
radically in 20 years 





4 





Japan to the dev teams across the world, 
this mad, disparate bunch of people was 
hauled together under the PlayStation 
banner, and it just worked. 


MARTIN EDMONDSON 


It was a tremendously exciting time to be 
in the games industry as we were involved 
in something that was cutting-edge and 
bursting with explosive potential. Just 
before PlayStation | had started to become 
a little bored of games, to be honest, 
frustrated by the limitations of hardware, 
and the PlayStation just blew that all 

open again. It was fantastic. 


NICK FERGUSON 


From my perspective at the time, the 
impact was down to the fast, striking 3D 
visuals — they improved dramatically in the 
first couple of years, and increasingly 
made my beloved Super Nintendo look 
like a child's plaything. With the benefit 
of 20 years' hindsight, Sony's catholic 
embrace of the thirdparty development 
community probably had as much to do 
with it, if not more, than the raw technical 
specifications. In the end, everybody was 
playing the thing. Whereas childhood had 
been neatly divided into ‘Spectrum versus 
CÓ4', ‘Atari versus Amiga’ and ‘SNES 
versus Mega Drive’, it seemed like 


everyone | knew had that ubiquitous grey 
box in their bedroom. | would pick the 
Nintendo 64 as my favourite console of 
that era, in part because of the longevity 
of software like Super Mario 64, 
GoldenEye, Ocarina Of Time and Banjo- 
Kazooie. But those classic Nintendo titles 
only came along once or twice a year - 
which was just as well because they cost 
a fortune on import. It would have been 
a lonely and expensive hardware 
generation without PlayStation! 


MASAYA MATSUURA 


Many people would probably say that the 
PlayStation's impact was in bringing 3D 
computer graphics to the living room, but | 
would take one step back from that. At the 
time, digital media hardware was rapidly 
losing its appeal. People just thought of 
these pieces of hardware as some settop 
boxes with different brand names. 

But the PlayStation was much more 
than that. It could be seen as a computer, 
a music-playback device, or even just a 
toy = it didn't fit into any one category. So 
in any given household it could become 
a multipurpose tool, and it's this flexibility 
that made it a hit. And also, as a result of 
some aggressive business concepts, the 
titles for the PS1 were really unique and 
exciting, piquing the interest of otherwise 


uninterested customers as well. The 
PlayStation was just this strange magical 
box that morphed itself to the specitic 
needs of its owner. | think most console 
manutacturers have tried to copy this 
ever since the PlayStation's launch. 


GEOFF GLENDENNING 

Why did PlayStation do so well? Well, 

it was amazing technology, of course, 
and the console itselt looked great. 

Sony had brilliant thirdparty developer 
relationships and really made it easy for 
people to develop for the console. You 
know, when | went out marketing 
PlayStation | didn't limit myself to Sony 
firsiparty games. | looked at the lineup and 
said: “Which are the best games out at 
the moment?" | remember phoning up the 
product manager who was working on 
Tomb Raider to ask for three boxes of the 
game because | wanted to give them out 
to celebrities. He's going, "Oh, I'll have to 
check on that." | said: “Listen, I'll buy them 
— how much? | need three boxes’ worth - 
send them to me now." | bought them from 
Eidos just because it was important to 
promote the best games. It didn't matter if 
they were also on the Saturn. There was 
definitely the perception that we had the 
best system and the best games. And I like 
to think in some way that the marketing 
and the way that we approached it had 
quite an impact as well. 


STEVE LYCETT 


I'd worked in games retail, and |'d 
actually felt a sense of games fatigue back 
then. You'd see waves of games copying 
a successful title, like millions of one-on-one 
fighters trying to the next Street Fighter. 
While | still loved games, | was lapsing 
away from them. Seeing the innovation 
and invention on the PlayStation, 
especially as this was sort of the dawn of 
3D games, rekindled the passion and led 
to me applying for a job in the industry. 


JASON BROOKES 

The fact that Sony delivered on pretty 
much every promise with the first 
PlayStation = from the slick design of the 
machine and its unique controller and 
memory cards, to its cultivation of 
developer relationships and the creation 
of memorable software — ultimately 


Sony's networked game 
strategy may not be its 
strongest suit today, 
but in 1995 the ability 
to connect PS1s to 

play linked Destruction 
Derby felt like a bold 
statement about 

the value of multiplayer 
gaming on consoles 














Outside of the home, 
the core PS1 tech still 
lives on today - albeit 
in small numbers - at 
the heart of Namco's 
Tekken coin-op cabinet 





laid the foundations for the PlayStation 
platform as it stands today. 


SHUHEI YOSHIDA 


With its technology, PlayStation brought 
realtime 3D graphics to the hands of 
console videogame developers. 3D 
graphics had been used in the arcade 
and PC game market in limited game 
genres like space shooters and racing, 
but PlayStation democratised the use of 
3D tech so that all genres of games took 
advantage, creating amazing new 
experiences like Crash Bandicoot, lomb 
Raider, Final Fantasy VII, Metal Gear 
Solid and Tony Hawk's Pro Skater. 

In business terms, the adoption of CDs 
had a significant impact to the software 
business of the videogame industry. Before 
PlayStation, console games were sold on 
a cartridge that contained a mask ROM 
and took about three months to 
manufacture, costing over $10 per 
cartridge. Software publishers had to 
spend millions of dollars to produce the 
initial build of a game, only to see the 
game cartridges left unsold at retail or sold 
out without a way to quickly produce 
additional units. CDs significantly reduced 
the risk involved in making videogames, 
so new and smaller publishers were able 
to enter the market, and new and 
unproven concept games were greenlit. 

In terms of culture, before PlayStation, 
videogames were largely considered toys 
for kids. PlayStation had a vision to make 
videogames entertainment for everyone, 
something cool to do and talk about 
among adults. 


PlayStation believed in the talent 
and passion of videogame developers 
and focused on creating a platform 
where talented game creators could bring 
about exciting interactive experiences 
that were only possible on the platform. 
Without those amazing PlayStation 
games, the technology, the business 
model and the culture would not have 
meant as much as it did. 


MASAYA MATSUURA 


There were many Sony Music 
Entertainment alumni handling the 
software side of things. These people 
definitely had a major impact on how 
games were made, and even the types 
of games that were made and sold at the 
time. Things have changed since then, 
but | think that the PlayStation's design 
strategy has had a major impact on the 
industry over the years. 


JENS MATTHIES 


That Sony was able to go from a standing 
start fo establishing the standard format for 
games was a monumental achievement. 
The PlayStation essentially re-established 
the videogame console as an alternative 
to the PC for the hardcore gamer. 


ADAM SALTSMAN 


If Sony can or should be credited with 
anything, it's the way the PlayStation 
deliberately broke from a number of 
conventions in the game industry in order 
to court a wider range of people with a 
wider range of interests. | think that kind 
of long-game diversity play was one 

of a handful of moments in the weird 
history of videogames that permanently 
changed the art form. 


TRIP HAWKINS 


The combination of costeffective CD 
memory and outstanding 3D graphics 
allowed all of us to make the kind of 
games we had always dreamed of. 


SHINJI MIKAMI 


From the first PlayStation, | think we started 
to see more storytelling in games, which | 
think had a profound effect on how we 
viewed and interacted with games. | think 
people started fo see the potential of 
where games could really take us. В 


85 











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COLLECTED WORKS 
TED PRICE 


Publisher SCE Format PS3 Release 2006 


OUTERNAUTS 


Publisher EA Format PC, iOS Release 2012 


SUNSET OVERDRIVE 


Insomniac's founder and CEO talks us through the definitive 
releases from his two decades in the videogame industry 


By Ben MAXWELL 








urbank-based Insomniac 
might never have existed 
were it not for Doom, which 
seems like a strange starting 
point for a studio that many 
know thanks to a purple 
dragon and a wombat- 
inspired alien with a tiny 
robot sidekick. Since its formative act 

of id homage, however, the studio has 
oscillated between the family-friendly 
vibe of Ratchet & Clank and Spyro, and the 
darker territory of the Resistance series 
and Fuse. But no matter how old the target 
audience is, every one of Insomniac's 
projects has been fuelled by the studio's 
constant desire to push against the limits 
of what can be achieved by an independent 
developer. Now, 20 years after founding 
the studio, Ted Price joins us to recall the 
key games and moments that have come 
to characterise Insomniac today. 





DISRUPTOR 


Publisher Universal Interactive Studios Format PlayStation Release 1996 





“For me, starting Insomniac was 
all about — at least at first — making a 
game that was similar to Doom. I was a 
big Doom fan, and my personal intent was 
to create a firstperson shooter on 3DO, 
because it was just out and presented the 
first opportunity for a garage developer to 
fund his or her own operation, since it 
was a relatively cheap platform to build 
on. And when my partners, Al and Brian 
Hastings, joined me in the summer of 
1994, we went full bore into developing 
an FPS, which became Disruptor. 

When we were developing, it was 
really low-tech. We didn't have any real 
3D tools, so I would actually design the 
levels on graph paper and plot out all the 
points before they would be run through 
Brian's tools and Al’s engine and we'd end 
up with 3D environments in space. That 
was how we built our first playable, and 
it was incredibly work intensive, but we 
were very proud of it. 

At the time, we were working with 
Universal Interactive Studios as our 
publisher, and I remember driving up to 
Los Angeles with our first playable that 
we worked so hard on, and getting told, 
‘This is terrible; this is not a first playable. 


90 





"| REMEMBER 
DRIVING UP TO 
LA WITH OUR 
FIRST PLAYABLE, 
AND GETTING 
TOLD, 'THIS 

IS TERRIBLE’” 





TOP Disruptor built on 
Doom's weapon focus with 
special powers called 
Psionics, which included 
the ability to heal, shock 
enemies or raise a shield. 
RIGHT Ratchet & Clank 
features a wide selection 
of exotic weaponry 








What are you guys thinking? You better 
turn it around’ And that's when we faced 
our first taste of the reality of the game 
development business: you have to be 
better than you think you are to succeed. 
So we went back to the drawing board 
and rethought how we were making 
games, rethought how we were putting 
together our levels, rethought how we 
were approaching design. And we got a lot 
of help from a guy named Mark Cerny, 
who stepped in and said, ‘Look, guys, if you 
want to make a firstperson shooter, this is 
how it should work’ He helped me figure 
out a better way to plan, and on a design 
side he helped all of us figure out a better 
way to lay out levels and think about 
enemy placement and weapon strategies. 
He and his colleagues brought in a 
really talented production designer named 
Catherine Hardwicke, who was famous for 
Tank Girl at the time, and has gone on to 
do a lot of big films since. I remember 
meeting Catherine: she walked in and 
she had this hat on with a bird on it. 
I thought it was a real bird. She's just a 
real character, but she's also incredibly 
skilled at working with other artists and 
helping shape the vision for a movie or a 
game. And she really helped us get off the 
ground with the visuals for Disruptor. So 
those first two years of our existence, 
building Disruptor, I probably learned more 
than I had learned in the previous ten 
years doing anything else.” 


SPYRO THE DRAGON 


Publisher SCE Format PlayStation Release 1998 


“When we finished Disruptor, we 
released it to fairly good reviews, but there 
wasn’t really any marketing done for the 
game and I remember seeing it called ‘the 
best game that nobody's ever heard of’ in 
a review [laughs]. And we realised that 

it was unlikely we would be able to do 
another Disruptor, because the audience 
wasn’t there. Our team had grown to five 
people by then, and we felt like we needed 
to move in a different direction. We’d all 
been living in this sort of dark world of 
Disruptor — even though it was a little bit 
campy, it was a fairly dark story and a 
dark game — and we wanted to lighten 
things up a little bit. 


Again, Mark Cerny, our executive 
producer at the time, said, ‘Hey, guys, 
PlayStation is continuing to grow, but one 
area where it hasn't been able to succeed 
is the family-friendly market. Nintendo 
has a lock on that market. What could 
you guys do to break in?' 

And so we went into our brainstorming 
mode, and one of our artists said, ‘I’ve 
always wanted to do a game about a 
dragon. All of us glommed onto that idea 
and we all had different visions. I mean, 
some of us were thinking about a giant 
dragon that sets cities on fire. Others were 
thinking about families of dragons and 
more of an RPG approach. Obviously, we 
ended up deciding that we wanted to have 
one playable dragon who was a cute 
anthropomorphic character rather than 
scary, and we worked with an artist named 
Charles Zembillas, who started fleshing 
out who this guy was. 

I remember working directly with 
Charles when he was coming up with kind 
of an angry version of Spyro, and we had a 
lot of miscommunication as we tried to 
figure out his personality. We continued 
softening Spyro from this almost scary- 
looking small dragon to a much more 
approachable one. Then it became all 
about colour, and it’s funny how you can 
have days of arguments over colour. 

We went through every colour in the 
rainbow. We even went through multiple 
colours — we had rainbow Spyros — trying 
to figure out what the right colour was. 

I remember Craig Stitt was presenting all 
of us with different versions of Spyro and 
the one that really popped off the page 
was the one with the purple body and 
yellow horns and the yellow wings. 

And that’s where we collectively said, 
‘Yup, that's it, let's do it’? Those formative 
moments really do stand out for me. Like 
when Al got the brand-new engine up and 
running. He had been working on this tech 
which could draw long distances on 
PlayStation 1, which was something that 
most games hadn’t been able to do. We 
put Spyro in this pastoral setting, where 
you could see a castle in the distance and 
this big hedge maze, and we had Spyro 
gliding over it, and it was another of 
those transformative moments for us. 

It was a really fun game to make, 
because there were very few rules; we had 
an animator named Alain Maindron who 


would come up with these absolutely 
insane characters. I mean, one of the ones 
I remember in particular was this cave 
creature whose stomach was split down 
the middle and bats would fly out. 

I think there were some characters 
that we ended up discarding on Spyro: 
Year Of The Dragon because we had made 
the move to introduce other playable 
characters, and we went through a lot of 
different iterations. The toughest one was 
the space monkey, Agent 9. It’s so long 
ago, I’m having trouble remembering, but 
I do recall a lot of arguments over his laser, 
which may not have fit with the game, 
but we eventually put him in. My favourite 
playable character was Sergeant James 
Byrd, the penguin who flies around and 
drops bombs. You’ve got this militaristic 
penguin dropping bombs in a game about 
a dragon, right? But it fits.” 








RATCHET & CLANK 


Publisher SCE Format PS2 Release 2002 


“The reason why Ratchet & Clank 
really stands out to me is because it was 
the result of an almost disastrous ending 
for us. We had been working on a much 
more mature game for PlayStation 2, and 
we were at the point where we had to 
decide whether or not we were going to 
move ahead with it. We’d been talking to 
Sony about the project, and they came to 
us and said, ‘Guys, we don’t think this 
particular concept of yours is going to 
work. It’s sort of in this middle ground 
between being adult and family-friendly — 
maybe you guys should go back to what 
you're really good at doing, which at that 
point was platformers. I was the one who 
had been pushing heavily for this new 
game with a more mature approach, and 
the rest of the team thought I was nuts. 
So it was finally time for me to face the 
music and admit that I'd been wrong. 

We discarded that game and went into 
brainstorming mode. We would have 
sessions where we'd get a keg and go up to 
the roof of our office in Burbank and try 
to figure out what the hell was next. That 
wasn't particularly successful, but in one 
of our smaller brainstorming sessions 
Brian Hastings, our creative officer, said, 
‘Let’s do a game about a little character, 


COLLECTED WORKS 


akin to Marvin The Martian, who has 
crazy weapons and moves around from 
planet to planet’ And that’s when the 

core idea for Ratchet was born. And within 
a couple weeks, we had changed from 
Marvin The Martian to a furry character 
with three robot sidekicks. 

The initial idea was that Clank would 
be three robots, all of whom would attach 
to different appendages on Ratchet. One 
would ride on his back, one would be on 
his arm, and one would be on his leg. It 
was a cool concept, because we figured we 
could probably combine those robots at 
different times in the game and make this 
Transformers-esque sidekick, but it 
became really complicated, fast. We 
realised that we were sort of diluting the 
personality opportunity for Clank, and so 
Clank became Clank after a few more 
weeks and ended up riding on Ratchet's 
back in even our most early concepts. 

Ratchet also went through some 
different concepts. At one point, he was 
a space lizard with a tail that would let 
him hang onto branches and do acrobatic 
moves, but that didn't work either. We 
wanted to be more approachable, so that 
was when the furry wombat emerged. But 
the next step was figuring out what the 
hell we were going to do that wasn't a 
platformer, because we wanted to move 
away from the collectathons that 
dominated the market at that point. So 
we went back to Brian's original idea, 
which was, ‘Hey, let's have this character 
use lots of different weapons" 

The very first couple of weapons we 
built were the Pyrocitor and the Suck 
Cannon, which was this big weapon that 
sucks things in you can use as projectiles. 
That gun was our first realisation that we 
could go a little crazy with weapons in our 
games. Spyro didn't have any weapons, 
but Ratchet was an opportunity to take 
our creativity off on a new path. And with 
the Suck Cannon, it sort of opened up 
everybody's way of thinking, too — it 
encouraged everybody to move away from 
more traditional weapons and to continue 
to surprise ourselves, our publisher and 
our fans with this kind of craziness. 

After that came the Agents Of Doom, 
which was another fun one. I remember 
that emerging in the first Ratchet game 
distinctly. But I vividly remember Captain 
Qwark and his appearance in the game. 


9] 


P 


COLLECTED WORKS 


I think the first cinematic that we did for 
the Ratchet series was the Al's Roboshack 
commercial. We wanted to come up with a 
way to present the story in a different way, 
as a sort of societal commentary. Captain 
Qwark's facing off against a big Blargian 
Snagglebeast, then we freeze frame and 
then he asks, ‘Have you ever felt like you 
needed to upgrade your weapons?' But 
then we switch over to Al's Roboshack 
and you've got Qwark in all of his Qwark- 
tastic glory, with Jim Ward voicing him, 
doing his over-the-top delivery. And 

I remember seeing that and going, ‘Yes! 
That's the tone! That is our sense of 
humour embodied in Captain Qwark’ 

For me, that moment really set the tone 
for the entire series. 

What we were doing was trying to 
make each other laugh, really, and have 
fun. And we weren't thinking too much 
about whether or not gamers would find 
it appealing, because we're gamers, and 
we figured, ‘Hey, if this is what gives us 
incentive to come into work every day 
and allows us to be creatively free, it's 
probably going to have an audience" 

God, I remember so many of the 
weapons. I mean, the Visibomb was 
another of my favourites. That was a 
weapon nobody thought we could do in 
the studio, because it broke all of our 
technology rules within the game. We 
needed players to stay within a certain 
distance of the ground because of how we 
built our levels, but the Visibomb let you 
fly up and see the edges of the world. So 
we had to come up with solutions for that, 
but it also ended up being a real control 
challenge, because guiding a cruise missile 
— and from firstperson perspective — is a 
big jump when you're used to playing a 
thirdperson character. So we spent a lot of 
time failing until it worked. But it still 
ended up being one of the most fun 
weapons, because there's this sense of 
mastery that you get when you finally 
figure out how to control it." 


RESISTANCE 


Publisher SCE Format PS3 Release 2006 





“We’d been working on Ratchet for 
a long time [by the time PS3 was revealed 
to developers], through the entire PS2 


92 


lifecycle, and we were in the process of 
building Deadlocked, which for us was 
taking Ratchet in a new direction. We were 
ready to move into a different genre. So 
when we heard about PS3, we knew that 
the audience was going to be a more 
mature one from the beginning, because 
early adopters tend to be the shooter fans, 
really. We figured, OK, maybe it's time 

to go back to our original roots with a 
shooter and do something that's a little 
bit more gritty, a little bit darker. 

The first conversation I remember 
about Resistance was about this scene in 
Starship Troopers where the protagonists 
are in a temporary encampment and they 
see these swarms of creatures coming over 
the hills towards them. We wanted to get 
that same feeling across in Resistance — 
you're completely outnumbered and 
you're faced with this alien menace that 
numbers in the hundreds of thousands. 

We began the game as a space opera. 
For six months we were trying to figure 
out how to make this story about time 
travel, lizard-like enemies and space 
marine-esque characters work without 
being derivative and we were failing 
miserably. It just wasn't feeling good. 

And I remember in particular, Connie Yu, 
our producer at Sony, coming down and 
checking out one of the builds that we had 
been making for Resistance and saying, 
“You know what, this isn't very fun. It'd be 
a lot more fun if you were fighting against 
humans: I had a fairly negative reaction, 
going, God, you know what, we worked so 
hard on these damn lizards. I just don't 
want to remove them from the game’ But 
she was right. 

At the same time, we didn't want to 
make a WWII shooter, because those were 
in vogue at the time and it seemed like 
every shooter had you fighting against 
other humans, and so we didn't want to 
do that either. We were struggling. But 
then we began creating this story about 
the Chimera, this race that had seeded 
Earth with these giant structures that 
were underground and had suddenly 
emerged earlier than what would have 
been WWII, and had begun converting 
humans into these humanoid creatures. 

When we started talking about that 
story, that really grabbed everybody. It was 
a much more grounded approach than 
what we had been trying before, and we 


wanted to present something that felt 
familiar but different. So the story started 
talking about how the emergence of the 
Chimera would prevent the start of WWII. 
That's when the theme of the game began 
gaining traction. But before we even got to 
that point, we'd also gone down a different 
path where we decided that this would be 
a WWI game, until we realised that WWI 
weapons weren't particularly compelling. 
So that's when we decided to place the 
game in our own version of the 1950s. 

I remember arguing incessantly over 
the very first gameplay sequence in the 
first Resistance, where we land you in York 
and you fight down the street without any 
health. There are no health pickups, and 
this is before you get your regenerative 
powers. I had been pushing really hard to 
make sure that we didn't introduce those 
powers early, because I wanted to make 
sure that we explained why Hale suddenly 
has the ability to regen health. But we 
couldn't do that until he was infected by 
the Chimera, so we had to have a part of 
the game where he was just a pure human. 
At the same time, we didn't want to have 
this different health mechanic that we 
only give you for five or ten minutes of 
the game, so what ended up happening 
was we hit players with a sledgehammer 
as soon as they started, which is the total 
wrong way to make a game [laughs]. 

I thought it was easy because I'd played 
it 100 times, but I remember watching 
people after we got pretty close to the 
finish point and thinking, 'Oh my God. 
What do we do? People are going to be so 
pissed at us!’ There were people pissed, 
but there were a lot of people who gutted 
it out and got to the regenerative power.” 


OUTERNAUTS 


Publisher EA Format PC, iOS Release 2012 


“Outernauts started out as a small 
Facebook game but ended up being one of 
the largest games we’ve made in terms of 
the geography and number of characters in 
the game. It was a big, sprawling game, but 
most people didn’t realise it, because we 
used 2D art and it looked like a more 
traditional Facebook game. Even so, we 
had a lot of fans who really got into 
exploring the worlds that we presented 


in Outernauts and you could do a lot. But 
then when Facebook began to decline in 
terms of gaming popularity, we knew we 
had to change direction. Mobile had been 
exploding and we wanted to move into 
that field and learn more about the 
market and what players wanted. 

So the team looked inward and asked, 
"What is it that makes Outernauts special? 
What can we do that will bring that same 
magic to the mobile audience without 
creating something that simply won't 
work on mobile?' And it became all about 
the beasts. We began going nuts with 
them, and one of the core elements that 
emerged was beast breeding, and that has 
become a really important mechanic for 
the mobile game. For us, it's been a blast, 
because of the complexity of breeding: 
there are lots of different families of 
beasts, lots of different types, from 
common to uncommon to rare to epic to 
legendary. And we introduced a bunch of 
new mechanics that were surprising even 
to us: beast fusion, the crystallisation of 
beasts, etc. Being able to dive deep on 
mechanics like that in a genre that isn't 
necessarily deep was fun for the team, but 
it was also a way for us to bring some of 
Insomniac's gameplay to that audience.” 


SUNSET OVERDRIVE 


Publisher Microsoft Format Xbox One Release 2014 


“Marcus Smith and Drew Murray 
came up with the concept for Sunset 
Overdrive at the end of Resistance 3. Drew 
had been the lead designer on that game, 
and Marcus was the creative director. 
They teamed up with the desire to do 
something different and that really spoke 
to Insomniac’s strengths as a studio — 
that wild stylisation and humour. 

They presented this game that was full 
of tone and style to a bunch of us and we 
all really glommed onto it. But then at 
one point, we switched direction... We did 
this for various reasons, but it became 
apparent to me that Sunset Overdrive really 
was the game we were supposed to be 
making. When we came back to it, we 
brought our revised vision of the game up 
to Microsoft. Drew and Marcus made one 
of the most impassioned presentations 
I’ve ever seen, and it culminated with 





“THE VISIBOMB 
WAS ANOTHER OF 
MY FAVOURITES. 
THAT WAS A 
WEAPON NOBODY 
THOUGHT WE 
COULD DO” 





TOP Resistance: Fall Of Man 
saw Insomniac return to its 
FPS roots as you fight to 
repel the invading Chimera. 
ABOVE The studio's first 
game for a non-Sony 
platform was Outernauts, 

a social RPG in which you 
breed monsters for battle 





Drew jumping up onto a boardroom table 
and pretending to surf, describing one of 
the mechanics in the game, and it was... 
amazing. I think everybody’s jaws in the 
room dropped, because you don’t do that 
in a presentation! But he was sort of 
embodying the tone of the game. 

One of my strongest memories was 
when traversal started working. I recall 
thinking, ‘There’s no way that we’re going 
to figure out how to make combat and 
grinding work, because as a shooter fan, 
and somebody who develops shooters, I’m 
so used to the more traditional stick to 
the ground, aim, fire, go to cover, right? 
That’s what we’re all used to, and to try to 
envision how you could be grinding on a 
wire at incredible speeds but then also 
accurately shooting enemies that are 
several meters below you didn’t make any 
sense. And it didn’t make sense to a lot of 
people on the team until [lead designer] 
Cameron Christian and our designers 
really dug in and began examining the 
metrics and the aiming mechanics for the 
game, and asking what really would make 
this fun? Why is it currently frustrating? 
Why are people throwing their controllers 
when they have to grind and shoot? 

It took a lot of collaboration between 
Cameron and our gameplay programmers 
to figure out the magic combination. And 
it turned out to be a combination of speed, 
and pulling some tricks behind the scenes 
for aiming and enemy behaviour. And we 
started building on that with the Style 
system. I can’t remember who proposed it, 
it might have been Drew, but we needed a 
reason to get people grinding. It’s not 
enough to just say, ‘Oh, it’s fun to balance 
and grind from wires. Sure, that’s fun for a 
while, but at some point you need to be 
rewarded for it. So everyone racked their 
brains until the Style system was born. 

As for going back to Resistance, because 
we're independent and we're IP creators, 
I've learned to say never say never. I do 
feel that with Sunset Overdrive, Outernauts, 
and Ratchet & Clank going on right now, 
there's a sense of optimism for us, because 
we're working on games that are seriously 
fun to create, games that have far fewer 
rules than realistic games. And as creators 
there's nothing better to feel like than that 
you can experiment and whatever you 
come up with will probably fit in these 
crazy worlds that you're creating." ІШ 


93 


94 


| HE 





NO 
MORE 
HEROES 


How losers everywhere influenced 
Suda5 1's seminal offbeat action game 


By DANIEL ROBSON 


Format Wii 
Publisher Marvelous Entertainment (JP), Ubisoft (NA), Rising Star Games (EU) 
Developer Grasshopper Manufacture 
Origin Japan 
Debut 2007 





verything began with Travis louchdown. 
One of gaming's most unlikely antiheroes, 
Touchdowns tale is of an American otaku 
idiot who decides to use the beam katana 
he wins in an online auction to become a top- 
ranked killer and impress a girl, and it was the 
first bit of No More Heroes to pop into being. 
Once Goichi ‘Suda51’ Suda came up with his 
lead, based loosely on Jackass goofball-in-chiet 
Johnny Knoxville, everything else followed. 

"| wanted Travis to be like a big schoolboy 
who sometimes jokes around and is sometimes 
deeply serious, and who loves to fight,” Suda 
tells us in the meeting room of Grasshopper's 
Tokyo office — itself as cluttered with character 
tigures, DVDs and pop-culture ephemera as 
Touchdown's own motel room. “Travis is a little 
similar to me. If | had been an American otaku, 
what kind of life would | have led? Of course, 
I'd have been a top-ranked assassin," Suda 
laughs. "He's a very human character, and 
one that fits within an action game." 

So everything began with Touchdown - 
except that perhaps it all started with Killer7. 
Suda's 2005 GameCube collaboration with 
Shinji Mikami was a violent action game with 
heavily stylised cel-shaded visuals and a deep 
combat system, clearly laying the path that No 
More Heroes would travel. And despite a mixed 
critical reception, Killer7 became a cult classic in 
the west, prepping a fanbase for Touchdown's 
madcap debut. Released on Wii in December 
2007 in Japan and a few months later overseas, 
No More Heroes would cement Suda and 
Grasshopper Manufacture s reputation for 
offbeat action, but it didn't establish it. 

Suda admits to us that his memory is hazy, 
but by his recollection the game was conceived 
sometime in early 2005, shortly before the 
release of Killer7. More significantly, the idea 
came some months before the unveiling of Wii 
at that year's E3, and its controller at Tokyo 
Game Show a few months later. No More 
Heroes had originally been intended for 360, 
"but then we saw the Wii Remote", Suda recalls. 
“It seemed perfect for the beam katana.” 

Named after a song and album by The 
Stranglers and infused with punk attitude, No 
More Heroes is a game of boss battles, of 
learning enemy patterns and knowing when to 
attack or defend. It allows players to brandish 
the Wii Remote as a laser sword, holding it high 
or low and pressing A for corresponding attacks, 





The parry system proved tricky to master, bringing a dash 
of additional complexity and risk to the combat system 


with the Nunchuk for movement. Although the 
original Wii Remote could not offer perfect parity 
with sword swings, No More Heroes still ended 
up being a better lightsaber sim than any Star 
Wars game, combining physical action and 
precision timing to great effect. And the bizarre 


“TRAVIS IS A LITTLE 
SIMILAR TO ME. 

IF | HAD BEEN AN 
AMERICAN OTAKU, 
WHAT KIND OF LIFE 
WOULD | HAVE LED?" 


addition of wrestling throws only made the 
game more appealing. 

It wasn't easy to perfect this fight system, 
though. "We didn't know how to program for 
the Wii controller yet, and making it slash the 
way we wanted was extremely challenging," 
says battle programmer Toru Hironaka. "It took 
a long time to make it feel satisfying.” 

"We found that attacking with only motion 
control was exhausting, so that's when we 
added the use of the A button," Suda adds. 
“We made about four or five iterations before 
we nailed the combat." 

Touchdown earns newer and stronger beam 
katanas throughout the game, but his abilities 
are nonetheless hampered by a brilliant bit of 
balancing: the weapons all run on batteries. 
Attacking and blocking wear down the power, 
which can be charged by scarce power-ups ог 
by pushing the 1 button and shaking the Remote 


vigorously, leaving Touchdown vulnerable to 
attack. Suda says that this limitation was a way 
to stop the combat becoming too easy. 

"| owned a flashlight that you could shake 
to recharge its battery," he says. "I thought a 
motion like that would suit the Wii Remote, and 
it also looks like, uh..." He mimes waggling the 
controller near his crotch, laughing. "That kind 
of motion is very Travis." 


Its controls are only part of what make the 
game such a joy to play, with much of the 
appeal coming from the parade of colourful boss 
battles. Inspired by the duels in the 1970 cult 
film El Topo, the premise is that in order to work 
his way up the leaderboard of the United 
Assassins Association (UAA}, Touchdown has 

to enter fights against ten killers. This progression 
is soon disrupted by story twists, but reaching the 
next eccentric boss and figuring out his or her 
weakness proves a powertul draw. 

Taking inspiration trom American subcultures 
such as superhero comics and the sexually 
charged female archetypes of a thousand 
B-movies, these memorable antagonists include 
singing cowboy Dr Peace, who Touchdown 
tights in a baseball stadium (Hironaka: “It's hard 
to get close to him in the stadium, which made it 
a unique battle"; Holly Summers, a soldier with 
a prosthetic leg who has dug invisible pit traps 
in the beach on which they duel (Hironaka: 
"Those traps drove some people crazy"); and 
Bad Girl, a blonde bombshell who uses her 
stable of loyal gimps to grief you (Suda: 

"People still cosplay as her today"). 

But Suda is a master of subverting 
expectations, and not every fight ends as the 
games structure might have dictated. After a 
lengthy build-up, for instance, Letz Shake and his 
gargantuan Earthquake Maker get sliced in half 
by yet another adversary in anticlimactic yet 
comical fashion. "The development schedule 
was looking tight, and there were so many boss 
battles already, so | decided to write the Letz 
Shake fight out of the script," Suda laughs. 

The game was also originally due to end 
with Touchdown's death at the hands of Sylvia, 
the UAA agent who used her sexuality to 
manipulate him throughout the game. After the 
final ranked match, she was to shoot him — but 
her charm was considered deadly enough. 

"Sylvia knows she's sexy and she uses it 
as a weapon," says senior character artist > 


95 


THE MAKING OF... 


Takashi Kasahara. "She was an easy character 
to model because her personality was so strong. 
It wasn't my intention when | made her, but early 
in development someone commented that she 
reminded them of Scarlett Johansson." 

With so much violence, sexual innuendo and 
swearing in the English-only script, it seems almost 
incredible that No More Heroes was originally a 
Wii exclusive. But since the small team of around 
30 was building the game with its own bespoke 
engine over a cycle of less than two years, it was 
just too difficult to develop it for multiple platforms. 
And in any case, Suda insists the plattorm holder 
made no complaints about the content. 

“They were very supportive, especially 
Nintendo Of America and Nintendo Of Europe," 
he says. “In Japan and also in Europe, we 
released a lighter version, where the heads don't 
fly like they do in the American version. The 
mature content was only in the American version." 


Besides, the violence is tempered by playful 
presentation, No More Heroes putting its heritage 
front and centre by implementing a mishmash of 
retro styles. Touchdown’s energy is a pixellated 
heart-shaped gauge; the post-boss scoreboards 
resemble something from an ‘80s arcade cabinet, 
and sound effects include bleeps and bloops 
reminiscent of 8bit Nintendo games. 

“Travis is an otaku, and those elements were 
little peepholes into his world," Suda says. “For 
No More Heroes, | wanted to mix up all kinds of 
cultures, including videogames.” 

As for the celshaded visuals, Suda says using 
strong light and shadow was a thematic choice. 
Kasahara also draws a link to Suda's legacy: 
“Since it was a game about an assassin, we 
wanted to reference Killer7, which also used cel- 
shading. But it wouldn't be interesting if it looked 
exactly the same, so we made it look grittier." 

The game's one major flaw is its hub world. 

In between ranked fights, Touchdown can explore 
the town of Santa Destroy, visiting locations where 
he can learn new skills, upgrade his beam katana 
or buy clothes. But Santa Destroy is a ghost town, 
a sparsely populated and eerily quiet open world. 
Unlike the swordplay, Touchdown’s chunky 
Schpeltiger motor scooter is clumsy, with poor 
collision detection, while popup in Santa Destroy 
is extreme. The result looks cheap, and Suda 
knows it. "| wanted to do more, but we didn't 
have time and the budget wasn't that big," he 
says. "That was the limit of what we could do." 


96 





Goichi Suda 
CEO, Grasshopper 


Manufacture 


Did the game turn 
out as planned? 

| think we managed 
to achieve almost 
everything we wanted to with No More 
Heroes, including having a stab at an open- 
world game. With a small team, we managed 
to put together all sorts of ideas and make a 
great game. | think we all felt that way. 


What would you do differently if you had the 
chance to go back? 

There were a lot of bugs in the Ul. And the 
challenge of making an open world... It was 
supposed to be a small town, but | wanted it to 
be more of a mix [of activities], and on the 
current generation we can do that. But it's 
actually more of a closed world, a small town 
where people live their lives, so | would like to 
have made more of that concept. 


Why did you let Shinobu live after her defeat? 
| wanted to have one character who was a bit 
like Travis’ apprentice, or a level below him, 
and Shinobu seemed like the right one. She 
became a very interesting character, | think. 


Defeated enemies explode into a shower of 
coins, an effect that was also used in the Scott 
Pilgrim Vs The World movie. 

We were first! We tried it out and it felt good 
to have those coins go kerching, kerching, 
kerching. It was very effective. | met [Scott 
Pilgrim director] Edgar Wright and he told me 
himself it wasn't plagiarism! 


Despite starring in a Nintendo exclusive, 
Travis had a fondness for rival hardware. 
Yes, he has a Mega Drive and a Mega CD. 
Travis is a hardcore gamer, so he'd be into 
Sega hardware rather than Nintendo [laughs]. 


Still, the open-world section does serve a 
purpose, which is to act as a palate cleanser. To 
earn entry into the boss fights, players have to 
undertake deliberately monotonous parttime jobs, 
such as collecting coconuts trom trees or mowing 
the lawn — tasks based on numbing repetition. 

“During the fight sections, you tense up and 
have to be alert, so in the open-world section you 
can take it easy,” Suda says. “Travis doesn’t just 
tight; he also has to live his lite... If you have to 
work a job, it makes you look forward to the 
fights even more." 

Ultimately, the combat proved so addictive 
and the presentation so charming that many critics 





and players found it easy to forgive the game's 
shortcomings. "It reviewed better than we'd 
expected, which made us very happy," Suda 
says. "We thought the game was fun to play with 
the Wii Remote, but we weren't sure how the 
public would take to it. It's such a strange game, 
and Travis is an idiot, so | wondered how it would 
fare overseas. But in the end the reaction was 
even better in the US and Europe than in Japan." 

Indeed, the original Wii version of the game 
sold some 290,000 copies in North America 
and 160,000 in Europe, plus а lessthanthrilling 
40,000 in Japan. A sequel, No More Heroes 2: 
Desperate Struggle, was quickly confirmed, 
again exclusive to Wii, and the original game 
was ported to PS3 and Xbox 360 as No More 
Heroes: Heroes' Paradise (handled by Japanese 
publisher Marvelous Entertainment and Feelplus). 

Grasshopper rarely makes sequels, preferring 
to focus on new IP where possible, but although 
he had been so close to killing off his hero for 
good, Suda says he was eager to return fo 
Touchdown's weird little world for Desperate 
Struggle. "No More Heroes was a smash hit as 
far as we were concerned, and | wanted to return 
to it and to make it a series over which we would 
take great care," he says. "I often get asked to 
make a third game. Right now we're busy with 
let It Die, but Travis is a character we could even 
return fo in ten years’ time. When the timing is 
right, l'd like to do so." 

In addition to spawning a sequel, No More 
Heroes expanded on what Grasshopper had 
begun with Killer7, framing it as a top-rate action- 
game studio with a subculture streak and setting 
in motion a loosely linked ‘series’ of thematically 
similar titles, including 2012's giddily gaudy 
zombie slasher Lollipop Chainsaw and 20135 
dark but grandiose Killer Is Dead. 

Suda knows he owes it all to Touchdown - 
and he feels that in the assassin lies not only a bit 
of himself and Johnny Knoxville, but also a bit of 
all of us. “Travis is a loser who eventually tinds 
purpose,” Suda says. “OK, it's as a killer, but in 
his chosen field he grows stronger and finds 
success. And as his fighting skills increase, so 
does his spirit. It's a story about growing up. We 
all have to fight in our daily lives and to try hard, 
and by doing so our horizons become broader. 

"Travis is a fighter, and he always looks 
forward to the next challenge. | wanted to 
make a game that would inspire players to 
feel excited about life." I 






































O Early storyboards show 
how defined the characters 
were, even at the beginning. 
Q The cel-shaded style was 

a deliberate nod to previous 
Grasshopper title Killer7. 

Ө The small team imposed 
some limitations, not least of 
which was a single format. 

© The Three Girl Rhumba's 
Sword belied owner Shinobu's 
schoolgirl status, with its 
collection of cute charms 
dangling from the scabbard. 
Ө The Schpeltiger motor 
scooter was Touchdown's main 
mode of transportation around 
the open world, though its 
handling was atrocious. 

@ "I'ma loser, baby, so why 
don't | kill you": the character 
of Travis Touchdown arrived 
more or less fully formed in 
director Goichi Suda's head. 
@ The idea for sword-based 
combat came first, but the 
unveiling of the Wii Remote 
gave it an ideal platform 








experimentation 


UBISOFT 
MONTREAL 
and open worlds 


The flagship studio talks 


controversy, 


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o far, 2014 has been a difficult year for 

the leadership of Ubisoft Montreal. The 

flagship developer of Assassins Creed 

and Far Cry has barely been able to 
escape one controversy before yet another 
brouhaha ensnares it, with accusations of sexism, 
graphical downgrades and overly strict DRM 
ricocheting across the Internet. It can't even show 
off a game's boxart without then having to 
publicly explain why it isn't racist. 

A few instances of questionable messaging 
haven't helped the studio's image, but it's also 
had to weather the inflammatory effect of online 
interactions. Studio CEO Yannis Mallat, c 
1 5-year Ubisoft veteran who has been head of 
Montreal since 2006, accepts that when your 
creations reach an audience of upwards of ten 
million, you're bound to receive some negativity. 

"These things happen - they'll always be 
there," Mallat says. "Our games reach a lot of 
people, so | guess it's normal to have things said 
about these creations. | think that human nature is 
such that we usually talk more about what could 
be seen as bad, rather than good. 

“That's too bad, because in the world there 
are many good things, but we're OK with that. 
What we're not OK with is when there are things 
said that are not true and that touch on very 
sensitive subjects that are absolutely not our 
intentions. | think that the people that say those 
things need to exert themselves to know more 
about what we do in general, rather than just 
looking at one issue in a game.” 

And Ubisott does put a great deal of thought 
into marketing and positioning its games, often 
successfully. The proof is plain to see: a mixed 
critical reception and a helping of controversy 
over graphical quality didn't stop Ubisoft shipping 
eight million copies of Montreal's Watch Dogs to 
retailers in under two months — an industry record 
at the time for new IP. Outlandish fairytale RPG 
Child Of Light also found an audience after 
being pitched as a small indie title, despite the 
game being made by one of the biggest 
development houses in the world. 

Much of this is undoubtedly thanks to Ubisoft's 
Paris editorial team, profiled in E266, which 
scrutinises and approves every aspect of projects 
in development. But credit must also go to the 
unseen but influential brand managers, a band 
of marketers embedded within each game 
development team. Ubisoft's wider corporate 
obsession with fusing communications and 
creative departments is what most distinguishes 
Montreal from its many neighbouring studios — 





Ubisoft Montreal's CEO, Yannis Mallat (left). Lionel Raynaud 
joined Montreal from the company's Parisian editorial team 


"We were the first," Mallat is keen to stress — 
though credit is also deserved for the Canadian 
studio's own culture of nurturing talent from within. 


At 2,600 employees, Ubisoft Montreal is 
one of the biggest developers in the industry, 
and its main tivetloor building, a former textile 
factory, and nearby offices feel more like a 
college campus than your average place of 
work. Opened in 1997, following the lure of 








UBISOFT’ 


А | 





Founded 1997 

Employees 2,600 

Key staff Yannis Mallat (CEO), Lionel Raynaud 
(VP of creative), Patrick Plourde (creative 
director, Child Of Light), Alex Hutchinson 
(creative director, Far Cry 4) 


URL Iwww.montreat.UDISOTT.CO 


Selected softography Assassin's Creed, 
Splinter Cell, Prince Of Persia: The Sands Of 
Time, Far Cry 4, Assassin's Creed Unity 
Current projects Rainbow Six Siege 


2, Assassins Creed: Brotherhood and Far Cry 3, 
and who was seeking a new challenge following 
years spent making Ubisoft blockbusters. 

"We understood that it took a lot of energy 
to release big games like that,” explains creative 
VP Lionel Raynaud, a veteran of 14 years who 
oversees content for all of Ubisoft's games. 
"[Plourde] pitched us the creative idea and we 
said yes. We were proud to deliver something 
new and unique — a lot of people were surprised 
that Montreal was delivering this kind of game. 
The team learned a lot about RPG mechanics 
during development and this has resulted in us 
creating a core team. The people who made this 


SMALLER RELEASES REPRESENT AN 
OUTLET FOR EXPERIMENTATION, AS WELL 
REINVIGORATING EXPERIENCED STAFF 


generous Canadian tax credits, Ubisoft Montreal 
is now the focal point of the publisher's sprawling 
international studio network, helming a long list of 
the industry's biggestselling series. The sprawling 
development teams for Assassins Creed and Far 
Cry occupy entire floors of Montreal's red-brick 
HG, but recently the studio has made headlines 
as much for its smaller passion projects as its 
thousand-strong productions. 1980sthemed 
Far Cry 3 spinoff DLC Blood Dragon and 
Patrick Plourde's Child Of Light both show a 
willingness to indulge in creative risks alongside 
the yearly iterations of proven moneyspinners. 
The latter game has been a selFproclaimed 
success for Montreal, resulting in its developers 
being installed as a core team. For the studio at 
large, these smaller releases represent an outlet 
for experimentation, as well as a means of 
reinvigorating the studio's most experienced staff 
after extensive spins in the blockbuster cycle. The 
pattern was set by Patrick Plourde, the veteran 
designer and creative director who had led 
development on the likes of Rainbow Six Vegas 


game want to work together again, whether 

it's on a small game or not." Plourde has since 
moved on to a new project, separate from the 
Child Of Light team, while another of the studio's 
senior creatives, Far Cry 4 lead Alex Hutchinson, 
has had a similarly personal project greenlit. 

"| think it's superinteresting to create this 
rhythm in the careers of creative guys, allowing 
them to work on triple-A games and then do 
something different and then maybe go back," 
says Raynaud. "This dynamic has incredible 
value in the industry and it's what we want to 
do: create core teams that want to make great 
games. If only for that, it's a huge benefit. We 
will encourage other initiatives like Child Of 
light, and there’s a chance that we will have 
many more games like that in the future." 

Although Ubisoft Montreal is financially 
dependant on the success of its blockbuster 
sequels, Mallat says it's important that the firm 
isn't reliant on its biggest projects as its sole 
sources of innovation. “It is important to try new 
things. That being said, you're touching ona № 


99 


STUDIO PROFILE 





very interesting point in terms of managing 
creativity: it's important for those [smaller] projects 
not to be suffocated at the beginning by high- 
pressure objectives. That's where part of my job 
is really interesting, because it's a question of 
growing the talent that we've noticed, giving 
them a chance and managing the risk and trying 
new things without breaking the balance of 
delivering the expected big projects." 

It sounds appealing when put like that, but 
is the studio any less riskaverse these days, or 
simply better at compartmentalising its gambles? 
Ubisoft Montreal has built a reputation on its 
diverse portfolio of artistic styles, but mechanically 
its big-name releases are increasingly fixated on 
the familiar structures of systemic open-world 
play that have brought the company so much 
success in the past. Towers to scale that unlock 
sections of map, outposts fo clear of resistance, 
distractions and collectibles aplenty on the 
minimap: all are familiar to players in 2014, 
and many are parts of a formula that Ubisoft 
has evolved and perfected since the original 
Assassin 5 Creed. But overexposure has bred 
a growing disdain at the company's dedication 
to this admittedly effective template. 


There are whispers, however, that the 
company's creatives are prepared to make some 
changes, most specifically to the way narrative 
plays out within Ubisoft's overworked open-world 
framework. Mallat calls it one of his studio's 
"most interesting” current challenges. "I think the 
open-world structure allows for every kind of 
experience to exist, and we can clearly see that 
with Far Cry, Assassins Creed and Watch 
Dogs," he says. "They are all different types 

of games, but with open worlds we have the 
conviction that we are answering players’ needs, 
even if they are not clearly expressed, in the 
way that they like to be immersed in worlds. 


100 






"We don't ask our teams to make an open 
world — we want to switch from making story- 
driven games fo creating ‘worlds’. In terms of 
creation, it really is two different things; we want 
our teams to create worlds in a very cohesive 
and coherent way, within which there will be 
many stories to tell." 

Mallat insists that despite a willingness to 
explore a ditferent approach with storytelling, 
Montreal is as dedicated to building narratives as 
it ever was, only in future it wants to experiment 
with having player actions shape the experience, 
as opposed to the linear rhythms of Watch 


Dogs and Assassins Creed. Crucially, there 
are also signs that it's preparing to extend the 





Ubisoft Montreal has several development teams spread across a former textile factory, 
with some of its biggest games taking up entire open-plan floors. The colossal red-brick 
structure also houses a dedicated playtesting lab, a mixing room and its own foley studio 


game needs to have an impact. That's very 
important for us, because we see that as a 
way to make our creations more mature and 
profound. By just telling a story, maybe we'll 
miss that objective." 

Ubisoft Montreal's management team will 
be the first to admit that its somewhat unorthodox 
approach to development isn't faultproof, but 
company culture puts heavy emphasis on learning 
from past mistakes, rather than never making 
them, as is evident from the number of times it 
has followed up a disappointing release with a 
winner. But where other publishing giants can 
come across as inherently mechanical in their 
approach to the game development, Ubisoft's 


THE CULTURE PUTS HEAVY EMPHASIS 
ON LEARNING FROM PAST MISTAKES, 
RATHER THAN NEVER MAKING THEM 


pipelines of these key series, with leadership 

of one future Assassins Creed instalment 
officially handed over to Montreal's neighbouring 
Quebec City studio, a move it says will give 
teams at the flagship studio more time to 
experiment with the series it created. 

"We want the players agenda within the 
game world to rule their own experience. | think 
it answers the player's need to spend more time 
within games and it also allows many ways to 
carry the messages that our creatives want to 
broadcast," Mallat says. “VVe used to say that 
after you've played a Ubisoft game, we want 
you to be left with something to think about = 
about you or the world. That's a process that 
needs to take time, within which you need to 
reflect or think. In order for that to really change 
something inside you, everything you do in the 


philosophies feel undeniably human, and like 
any human, sometimes it can slip up. 

It's testament to this ethos that, even though 
itis 17 years old, the studio still sees itself as 
having a lot to learn, and is still trying to perfect 
the balance between words and actions in an 
occasionally harsh environment. "We used to 
say that the foundation myth of this studio is to 
be very young — and the average age here is 
young," Mallat tells us. "Of course, when you 
have 2,600 people, it's hard to keep that 
average down. But it's still part of how we see 
the world through our games. | do think that 
when you join our studio, you feel that it's unique. 
Over time, we are still managing to master the 
balance [of business and production], because 
the studio is only a teenager. We're not a baby 
any more, but we're certainly maturing.” Bl 



























© Watch Dogs was a commercial 
success for Montreal, but DLC Bad 
Blood swaps Aiden Pearce for the more 
likeable Raymond 'T-Bone' Kenney. 

® Splinter Cell (2002) was Montreal's 
first homegrown franchise. Its most 
recent iteration was 2010's Conviction. 
Ө Assassin's Creed veteran Patrick 
Plourde directed Child Of Light. He's 
moved on, but the core team remains. 
Û Far Cry 3 sees a small group of 
thrill-seekers stranded on a pirate- 
infested island. The Montreal team 
has expressed regret over the decision 
to kill off charismatic villain Vaas. 

©) Far Cry 45 powder aesthetic — 
which appears in-game and in ads - 

is an example of the consistency 
Montreal encourages across game 
production and marketing teams. 

© Assassin's Creed IV: Black Flag 
iterated on the naval warfare 
introduced in its predecessor 


EDGE 101 





REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS 





Explore the iPad 


edition of Edge for 
extra Play content 


102 


STILL 
PLAYING 


Destiny 360, PS3, PS4, Xbox One 

Bungie's insistence that it is listening to 
player feedback is hard to reconcile with its 
treatment of the Vault Of Glass. Ignoring a 
swarm of nasty bugs, the studio focused on 
changing a key mechanic in the final boss 
fight, adding more randomisation to a 
game that is already as good as defined 
by RNG. The raid is still fantastic, and the 
game remains irresistible, but Bungie can 
only abuse its players’ goodwill for so long. 


Minecraft PC, 360, PS3, PS4, Vita, Xbox One 

Until recently, the idea that Mojang would 
sell to anyone at all was anathema, let 
alone that the buyer would be Microsoft. 
But despite the corporate changes behind 
the scenes — the deal was officially signed 
off this month - construction of our small 
castle compound continues apace and 
without interruption. It doesn't really matter 
who owns the game when the world 
already feels like a second home to us. 


The Binding Of Isaac: Rebirth PC, PS4, Vita 
Edmund McMillen’s remake of his Flash 
game, Rebirth expands the original’s 
macabre adventure with additional bosses, 
enemies and items. Returning foes have 
also been retuned and feature more varied 
behaviour, and a new weapon combo 
system gives you the chance to create 

new tools as the cumulative effects of your 
items stack up. We can confidently say 
that we've never had this much fun 

fleeing from a knife-wielding relative. 





REVIEWED 
TALS ISSUE 


104 Sunset Overdrive 
Xbox One 


108 LittleBigPlanet 
PS3, PS4 


12 Call Of Duty: 


Advanced Warfare 
360, PC, PS3, PS4, Xbox One 


114 The Evil Within 
360, PC, PS3, PS4, Xbox One 


116 Lords Of The Falle 





D D 
A Хрох Une 


118 Sid Meier's Civilization: 





Beyond Earth 
PC 


20 The Legend Of Korra 


00, PC Po, Рой, Х90Х Une 


22 Fantasia: Music Evolved 





23 The Sailor’s Drea 
i0 


Freedom of movement 


The way we look at videogame worlds is dictated by the character under our 
control. In GTA, your eyes usually fall on the nearest car, then the road ahead, 
and, intermittently, the GPS in the screen's bottom corner. In Assassin's Creed, 
your eyes dart upwards, plotting a course from window frame to cornice to 
rooftops, from which you take the straightest route to your destination. 

In Sunset Overdrive (p 104), you look everywhere at once. There is no correct 
roule in a game where absolutely everything can be grabbed, swung on, 
grinded or bounced off. It is liberating, and quite overwhelming at first, every bit 
as refreshing as the first time you made Altair clamber up the side of a building. 
As a simple exercise in the joy of locomotion, Sunset Overdrive is a delight. 

So too is Call Of Duty: Advanced Warfare (0112), in which Sledgehammer 
Games does to the most rigidly defined template in games what Insomniac has 
done for open-world play. COD has always been about an 
objective marker and the enemies in between, and that's 
still the case here, but the Exo suits toys and moveset put 
a fresh spin on this tired old formula. And that goes triple 
tor LittleBigPlanet З (p 108], with its new characters adding 
inventive tweaks to Sackboy’s distinctive platforming. 

A little tresh thinking can go a long way in livening up 
something established, but the execution is as important 
as the inspiration. That's something that was clearly lost on 
Lords Of The Fallen (p1 16) devs Deck13 and CI Interactive. 
Their game wants so desperately to be Dark Souls that it can 
only suffer from the comparison, and while some of its new 
ideas are additive, they come at the cost of misinterpreting 
what made its idol so rare. As such, Harkyn's abilities have 
little bearing on how we look at the world beyond making 
us wish we were playing the game LOTF seeks to imitate. 





103 





PLAY 


Sunset Overdrive 


he dialogue in Sunset Overdrive may be peppered 
with profanity, but there's one word conspicuously 
absent from its vocabulary: restraint. Insomniac's 
noisy, boisterous Xbox One exclusive turns everything 
up to 11, starting with its hyper-saturated colours. 
Its gaudy sandbox is strewn with clutter — there are 
no fewer than seven collectible types, each of which 
functions as a different form of currency. Indeed, it's so 
densely stuffed with things to do, see, shoot and pick 
up, its map pockmarked with icons and waypoints, that 
Ubisoft will surely be taking notes. 

By genre standards, it gets down to business in 
satisfyingly brisk fashion. An energy drink, Overcharge 
Delirium XT, has transformed Sunset City's population 
into pustular mutants, and its maker, Fizzco, has locked 
down the city in a massive cover-up, erecting energy 
barriers to prevent people from escaping. A clutch of 
survivors remain alongside a larger group of scavengers 
and Fizzco's own robotic cabal, which use electric-blue 
blades and bullets to deal with troublemakers. 

The regular freaks, AKA OD, lollop after you, 
lunging forward and attacking with vicious melee 
swipes. Should they slurp down any more Overcharge, 
they'll metamorphose into Poppers, creatures covered 
in tartrazine growths. These must be burst from a safe 
distance lest they get too close and explode in your face. 
The giant Herkers, meanwhile, throw large objects and 
smaller mutants from excavator scoops embedded in 
their swollen arms. All will shear large chunks from 
your health gauge if you're not careful, and given that 
your unnamed avatar is incapable of breaking into 
anything more than a gentle jog on foot, you're 
strongly encouraged to stay off the ground. 

Initially, at least, that's quite the challenge. From 
the outset, you're able to grind across just about any 
horizontal edge, whether it's railings, the side of a truck, 
or a rooftop, plus you can ride on overhead wires, or 
dangle beneath them from a hook. Alternatively, you can 
bounce upon cars, parasols, awnings and bushes, though 
you'll most often use these to reach a higher place from 
which to grind. Changing direction is a simple matter of 
pushing the analogue stick and pressing X; a tap alone 
enough to flip from over- to undergrinds and vice versa. 

For the most part, then, you'll be aiming downward 
while in constant motion. Sniper rifles are obviously 
out of the question, while area-of-effect munitions are 
in. You'd expect an inventive arsenal from a studio that 
made its name crafting unusual ordnance for the Ratchet 
& Clank and Resistance games, and you'd be right to, 
though most are analogous to familiar firearms. The 
TNTeddy, which fires explosive soft toys, is a grenade 
launcher in all but name, while Insomniac is careful to 
assuage the fears of any Xbox owners unaccustomed 
to such an outlandish arsenal, amusingly likening a 
weapon that shoots fireworks to an assault rifle. 


104 


Publisher Microsoft 
Developer Insomniac Games 
Format Xbox One 

Release Out now 


Is so densely 
stuffed with 
things to do, 
see, shoot 
and pick up 
that Ubisoft 
will surely be 
taking notes 





Meanwhile, successful traversals between grinds 
and bounces build a Style meter, which allows you to 
augment your moves courtesy of equippable buffs, here 
termed Amps. Hit the first tier and your dodge-rolls 
will damage enemies you collide with, or you might 
Opt for a forcefield that prevents mutant swipes from 
connecting. The second tier may see your melee attacks 
produce a fireball or tornado, while the third could 
result in a spray of shrapnel from divebomb attacks. 
Some Amps are purely cosmetic, however, with one 
causing foes to explode into glittering confetti. 

You could cut a decent trailer from the highlights 
of the first few hours, but it would create a misleading 
impression of the awkward, messy opening. Chaining 
moves is straightforward enough, but when you're 
facing a group of mutants capable of leaping to your 
level and assaulting you from multiple directions, you'll 
spend a lot of time wrestling desperately with the 
camera, often grinding back and forth across the same 
edge or in a circle while regularly pulling up the radial 
weapon menu because you're out of ammo. Some would 
argue limiting supplies encourages experimentation, 
but at times it's dispiritingly disempowering. 


It hardly helps that Insomniac is so desperately 
keen to ensure you're not missing anything that it 
assails you with information, all but overwhelming you 
in the process. Then, of course, you've got all those 
collectibles to contend with: money for clothes, hats 
and accessories; drinks cans for weapons, ammunition 
and maps that show you the locations of the other five 
object types. You'll need the latter, too: the pace is so 
relentless and the aesthetic so bright and busy that it's 
easy to miss items. More often than not, we collected 
them accidentally, gliding backwards over a pair of 
shoes trailing from a wire while escaping a horde of OD. 

Soon you'll be told that certain activities will earn 
you badges that convey additional perks, and in case 
you'd forgotten about any of this, text overlays will 
remind you that it's been five minutes since you last 
hit the menu button. Occasionally, your avatar will 
even chip in that you haven't purchased a new gun for 
a while. About six hours in, we were presented with 
a tutorial for the wall-run mechanic, arriving at least 
three hours after we'd mastered it. 

Still, the simple joy of locomotion is enough to 
compensate for this aggressive handholding. Movement 
is sharp and responsive, with a generous degree of 
freedom when airborne and just the right amount of 
stickiness for grinding. Once you've unlocked a high 
bounce and an air dash, which perhaps should be 
available earlier, you'll be racing between objectives 
without ever touching down. Sunset City is quite the 
sprawl, but while a fast-travel option between key 
locations is available, by hour seven you'll never feel 




























| i 
ишү ine thease сопот 


—L ESAE, 


mm — 
سےا‎ ET 


ABOVE Completing most tasks unlocks new clothes, which you can buy 
from a vendor who pops up around the city. Refreshingly, you can switch 
gender, too. Whether you're male or female, you'll be treated no differently 


ABOVE Many missions follow a 
similar pattern, asking you to 
complete an elaborate obstacle 
course on your way to destroy or 
retrieve a given number of items, 
while being attacked. Not that it 
matters much when the action is 
conducted at such a breathless clip. 
LEFT The weapon menu handily 
informs you which enemies each 
gun is best used against. Fizzco's 
robots can withstand a fair old 
beating, but they're still no match 
for an upgraded Murderang 


BELOW While the combo multiplier 
resets quickly, the Style meter is 
slow to deplete, allowing you to 
make the most of your Amps even 
when both feet hit terra firma 


105 


ГІН J - 


ГІ IB [^ 


the desire to use it. The frantic nature of combat and 
the unyielding pace — left-trigger aiming is supposed to 
slow things down, though it barely makes a difference — 
means you'll feel like you're winging it, but that's all 
part of the fun. Maintaining a semblance of control as 
you're hurtling along carries the same kinetic thrill as 

a high-speed run on Tony Hawk or SSX. 


On your travels, you'll find several-dozen 
score-based challenges scattered about the world, too, 
exclusively focused on traversal and killing enemies. 
Though often straightforward and one-note, some have 
neat contextual twists. One such type is an objective- 
based challenge that invites you to kill mutants in 
specific ways before luring a group onto an electrified 
track so an incoming train can splatter them. Elsewhere, 
unlocking more powerful Amps requires you to defend 
vats of Overcharge from increasingly voluminous waves 
of mutants. The wooden barricades that surround the 
OD’s targets will only hold up so long, so you have a 
limited supply of points to spend on traps to place. 
Some have whirling blades, others freeze enemies in 
the immediate vicinity, spraying icy blasts across a 
wider radius when you bounce upon them. 

With all of its core ideas exhaustively detailed, 
the game is finally free to try new things. There's an 
inventive ascent that sees you firing harpoons between 
two skyscrapers while under attack, and a sequence 
where you're invited to set off car alarms in order to 
attract mutants so that they might fight the currently 
entrenched scavengers. Boss fights haven't always been 
an Insomniac strength, but the examples here are 
splendid: there's an on-rails battle against a giant 
blimp in the form of Fizzco's mascot, which feels like 


106 





Multiplayer mode Chaos Squad 
is accessed from any phone 
booth in Sunset City. Here, you 
and up to seven others engage 
in a series of collaborative and 
competitive challenges, voting 


between two options each time: 


you might assault a scavenger 
fort as a team, or jostle for 
supply drops to transport to a 
nearby boat. Completing bonus 


objectives boosts your combined 


score, and contributes to a 
more substantial buff for the 
concluding night defence 
sequence, in which it's all 

but impossible to maintain 
composure amid the tumult. 
With a full complement, that's 
eight times the explosives, 
fireworks and corrosive goop 
of the already hectic campaign. 
But it's an entertaining mess, 
and a useful one: anything you 
earn or unlock can be taken 
back and used in singleplayer. 





From high ground, you can lure groups to take them down quickly. 
Try using the Captain Ahab harpoon to spear an OD, releasing a pool of 
Overcharge that attracts mutants, then dropping a TNTeddy into the crowd 


a surreal remix of Super Mario Sunshine's Mecha Bowser 
face-off, while another set-piece sees you attempting to 
keep up with a dragon as it snakes through the city. It 
might still have a weak point that requires three direct 
hits to bring the beast down, but it's refreshing to face 
an enemy where you're not simply having to dodge 
predictable attack patterns before clamping your 
trigger finger over the fire button. 

And if the scattergun humour misses as often as 
it hits — typically, the harder it strains for the zeitgeist, 
the wider it is of the mark — the game's irreverent 
treatment of death alleviates any frustration at repeated 
failures. After a short loading time, you'll respawn in 
one of a number of different ways, emerging from a clay 
mould or a sarcophagus, or even climbing out of a TV 
like Sadako from Ring. The downside to this is that 
there's little sense of peril when you've got so little to 
lose; indeed, with generous checkpointing that means 
you'll emerge having lost seconds rather than minutes 
of progress, it's often easier to just let yourself die when 
you're low on health rather than struggle on with a 
flashing red distraction in the top left of the screen. 

Such obvious eagerness to please is laudable in 
some respects, but the insistent fervour with which 
Insomniac bombards the player — with colours, with 
ideas, with pickups and powerups and buffs and 
bonuses — means Sunset Overdrive is best approached 
as you would any caffeinated energy drink. In small 
gulps, it offers an exhilarating sugar rush, but too 
much will leave you with a headache. As such, 
it's best consumed in moderation. 





PLAY 


Post Script 


Sunset Overdrive's clash of punk spirit and corporate culture 


narchic, irreverent, edgy: Microsoft's marketing 

would have you believe Sunset Overdrive is all of 

these things. But it's more middle-age crisis 
than teenage rebellion, its brand of corporate- approved 
chaos misappropriating the concept of punk. It's an 
executive wearing a Ramones T-shirt beneath a suit 
jacket, inserting ‘rad’ in a PowerPoint slide, and livening 
up conferences by booking the bands of his youth. 

As a musical genre, punk was defined as much by its 
attitude as its sound. It was about flicking two fingers 
at the establishment, not giving a second thought as 
to how others perceived it. Punk rock was played by 
performers who considered their lack of virtuosity a 
virtue. So to see it appropriated by a game made with 
an extravagant budget and by a developer with no little 
expertise is bizarre, not least because it's so pleadingly 
keen for you to love it. It cares far too much. 

That's reflected in so many aspects of the game, not 
least its desperation to look the part. A good portion of 
its selection of haircuts, clothing and tattoos seems to 
have been sourced from a Google image search for 
‘punk? and as such there's something slightly too 
calculated about its wardrobe, its colours and distressed 
patterns too artfully designed. It's a Guardian fashion 
editor's idea of dressing down, while the stranger 
options — a wolf's head, a LARPer's helmet — have 
better, sillier equivalents in the Saints Row games. 

Nor is punk about adenoidal mumblings and the 
occasional yelp over chugging three-chord guitar 
rhythms. Overdrive's soundtrack features a number of 
bands — The Melvins, The Bronx — who would self- 
identify as punk and yet, with a handful of exceptions, 
it's painfully one-note. If the action does its best to 
raise your pulse, the music seems to be endeavouring 
to return your heartbeat to its resting rate. 


To paraphrase Joey Ramone, punk is about being 
an individual and going against the grain. You can't be 
anti-establishment when your ideas don't break the 
status quo, but perpetuate it. Here is a game that suffers 
every bit as badly from the bloat that has afflicted its 
contemporaries, that fills its world with content and 
expects everyone to be impressed by its volume. It's 
structured almost identically to its peers, scattering 
collectibles and optional challenges throughout its 
world, and featuring the levelling systems and endless 
upgrades that have become de rigueur in recent years. 
Its humour is a little too targeted as well. Its barrage 
of pop-culture nods and self-referential winks are 
mostly riffs on ideas we've seen on dozens of occasions 
before, and those that aren't — a cutscene that borrows 
brazenly from Cabin In The Woods, and mentions of 
Reddit, GameFAQs and NeoGAF — again feel like they 


There's certainly 
something 
amusing about 
a game that 
purports to be 
punk featuring 
a filter for bad 
language 





stem from its makers' keenness to demonstrate that 
they share plenty in common with their audience. 

Elsewhere, attempts to break the fourth wall, and to 
poke fun at videogame conventions, fall into a common 
trap. One early moment sees our protagonist wondering 
aloud whether a nearby NPC is relevant, because there's 
no icon above his head. It's a sharp little dig at a staple 
of the open-world genre, but it's instantly undermined 
by Insomniac slavishly adhering to it. It makes for a fine 
analogy for the game as a whole, something that hints 
at a desire to be different but then fails almost entirely 
to follow it through. And no prizes for guessing what 
follows a complaint about laborious fetchquests. 

The excessive swearing, meanwhile, feels like 
hollow bluster, bringing to mind Bill Grundy goading 
Steve Jones to *say something outrageous" on live 
television. There's certainly something amusing about 
a game that purports to be punk featuring filters for 
gore and bad language, presumably tailored towards 
anyone playing with children present (though, in fact, 
the frequent bleeps make the script's potty mouth all 
the more noticeable, and funnier). 

Yet that in itself is strangely subversive, an 
uncommonly considerate addition in a genre that 
traditionally celebrates violence and vulgarity. And it's 
not the only disruptive element. Sunset Overdrive is 
remarkably frank about its plot contrivances being 
nothing more than flimsy excuses to send you back out 
into the world to grind and bounce and shoot some 
mutants. Its nonplayable interruptions cut to the chase, 
rather than wasting time with shallow character 
development as many of its peers would. 

And its tone is decidedly unorthodox: most open- 
world games are power fantasies, but this is a cartoon 
that embraces its inherent silliness. There's something 
delightfully old-fashioned about being rewarded with 
thick wads of greenbacks when you rescue a survivor, 
and likewise the way they're automatically absorbed 
without your having to press a button, or even pass over 
them. The game blithely refuses to make excuses for its 
abundance of grindable edges, nor explain why rails and 
abandoned vehicles are arranged into racing lines. There 
are no cutscenes that tell you why you can suddenly 
dash in midair, or bounce higher than before. You 
simply can, and so you do. That's weirdly revelatory. 

Moreover, in forcing its players to embrace its 
unconventional methods of getting around, Sunset 
Overdrive finds a crucial point of distinction. Actively 
incentivising fluid movement and punishing attempts 
to muddle through feels like a quiet kind of rebellion 
against what we've come to expect from the open-world 
genre, where absolute freedom is king. Maybe there's a 
little bit of punk in Insomniac's latest after all. B 


107 





PLAY 


LittleBigPlanet 3 


ittleBigPlanet 3 is stuffed with so many ideas that 

its new custodian, Sumo Digital, has seen fit to 

abandon almost all of Media Molecule's tricks and 
tools for its singleplayer campaign. But while the likes 
of Grabinators or the Creatinator are absent in this 


deliriously imaginative adventure, you won't miss them. 


LBP3 may not be a long tale, but it's a generous one. 

You might occasionally miss the tones of incumbent 
narrator Stephen Fry, however, because the game's 
expanded cast leaves less room for his soothingly well- 
bred intonation. The most exciting addition is Hugh 
Laurie, who plays LittleBigPlanet 3's well-meaning, 
buffoonish antagonist, Newton. Among other notable 
names, Nolan North, Peter Serafinowicz and Tara 
Strong (whose take on a spoilt queen, in combination 
with the contributions of Fry and Laurie, evokes the 
spirit of Black Adder at times) all feature, voicing the 
various Creators you meet along the way. 

And there are other new faces in the form of three 
playable heroes called Oddsock, Toggle and Swoop, two 
of which are excellent additions. Oddsock bounds about 
on all fours at speed and is capable of running up walls, 
wall-jumping and leaping farther than Sackboy. Toggle, 
meanwhile, can flick between large and small versions 
of himself at will, becoming heavy and slow or light and 
fast in the process. This simple dynamic is put to great 
use in some inspired level design as you flick between 
the two forms to tumble through the game's soft- 
furnished obstacle courses. The latter of the trio, 
however, is less accomplished. While he introduces 
unfettered flight and his eponymous move to the 
series, he's prosaic and unsatisfying to control. 

Sackboy himself hasn't been eclipsed by the fresh 
platforming possibilities introduced by his new friends, 
either, and critics of the earlier games' approach to 
physics will appreciate the tweaks in Sumo's approach. 
He might be limited to a comparatively basic moveset, 
but he has a range of new tools that both augment his 
movement and allow him to interact with the world in 
unexpected ways. Chief among these is the Hook Hat, 
which allows you to grab onto and ride sweeping ‘bendy’ 
rails like a woolly Booker DeWitt. The Blink Ball, 
meanwhile, is a headset that fires dual-purpose orbs, 
useful both as a way of killing enemies and capable of 
teleporting you to specially marked areas. And the 
Boost Boots do much as you'd expect, enabling you to 
double jump to previously out-of-reach areas. 

You can select these tools — plus the Pumpinator 
(a hat capable of blowing and sucking air), and a secret- 
revealing torch called the Illuminator — from the new 
Sackpocket, accessed by tapping Circle, which allows 
you to carry multiple devices at once, rather than 
relying on pick-up plinths. The ability to carry more 
than one tool has allowed Sumo to engineer puzzles of 
greater complexity, but the studio only touches on the 


108 


Publisher SCE 
Developer Sumo Digital 
Format PS3, PS4 


Release November 18 (US), November 


26 (EU), November 28 (UK) 


The new Hook 
Hat allows 
you to grab 
on to and 

ride sweeping 
‘bendy’ rails 
like a woolly 


Booker DeWitt 





possibilities during the campaign — it’s down to 
creative players to explore such things more fully. 

In fact, you don’t even have to stick to Sumo’s 
toolset, since the new Power-Up Creator allows you to 
build your own devices out of any objects you choose 
and, in combination with LBP3's improved logic gates, 
define their properties. And if you’re feeling nostalgic, 
you'll find all of Sackboy's previous equipment in the 
editor — the game is compatible with millions of levels 
created for the first two games, after all. Playable 
characters, meanwhile, can also be extensively tweaked. 
Dissatisfied with the distance you cover with Oddsock's 
leap? Then add the ability to fly for his appearance in 
your level. It's all part of Sumo’s effort to respond to 
the needs of the creators in LBP's community, adding 70 
brand-new tools and enhancing 39 returning gadgets in 
a toolbox that now sports 250 pieces. 

But even these profound improvements are eclipsed 
by Sumo's expansion of the game's playable layers, 
which rise from three to an initially dizzying 16. 
Ambitious creators found ways to glitch in additional 
layers in previous games, achieving the illusion of 
greater depth, but being granted so much extra room 
exponentially increases builders’ options. Meanwhile, 
the addition of items such as slides, bounce pads, the 
aforementioned bendy rails, and Veliciporters (which 
spit you out at the same velocity as you enter them) 
make moving Sackboy between separated layers easy. 


Seasoned builders may worry that the added 
structural complexity introduced by 13 additional layers 
will mean that the Create mode's thermometer, which 
tells you how busy your constructions are and prevents 
any more building once full, would max out quickly. 
But two tools — a dynamic thermometer and the 
Dephysicaliser — bring the editor closer to professional 
game-making tools than ever. Switching on the dynamic 
thermometer means the game only renders geometry 
within a definable range of the player, streaming the 
rest as you approach it. Meanwhile, the Dephysicaliser 
quickly switches off collision detection on foreground, 
background or otherwise unreachable objects to further 
reduce the load on your PlayStation's memory. 

LBP3 hasn't suffered from the move to a new 
home, then, and Sumo evidently understands LBP's 
community every bit as well as Media Molecule does. 
Yes, there are some small slip-ups along the way: our 
review build occasionally suffered from long loading 
times, and opening the Popit menu — an essential and 
regular task — was rarely instantaneous. Even so, as a 
platformer, the third numbered game in the series 
certainly represents Sackboy's best, and funniest, 
adventure yet. But as an accessible, powerful game- 
building tool, LittleBigPlanet 3 is remarkable, and 
offers more scope than we dared to expect. 

















Gravity can now be turned 
off, or inverted, as demonstrated 
in this level, which you'll spend 
flipping from ceiling to floor as 
you make your way up a tower. 

Holding R1 makes Swoop 

do exactly that, diving at speed and 
allowing you to negotiate timed 
sections of levels. Tap or hold X, 
meanwhile, to flap your wings 


Your Popit menu will rapidly fill with items, which occasionally 
makes things difficult to find — especially when the cracker texture sits 
in the 'polystyrene' group and the cheese one is found under 'rubber' 


LittleBigPlanet 3 manages to repeat its celebrated ancestors’ achievement of steering clear of tired old traditional platforming environments in favour of more surreal, more creative settings Р- 


EDGE 109 


Programming this Sackbot to follow or 
flee from you allows you to move it over 
the switches above, releasing the doors 





Sumos first full LittleBigPlanet is the series’ friendliest addition yet 


ven Steven Fry's comforting voice have allowed you to vandalise story levels LBP's Create mode, providing players with the 

couldn't quite take the edge off the with stickers and decorations, but LBP3's knowledge — and confidence — to get started 

daunting task of getting to grips with the Contraption Challenges go much further by immediately after they graduate. Sumo adds 
original LittleBigPlanet’s editing tools. While requiring that you build a vehicle in order to yet more padding to each newcomer's landing 
comparatively simple next to later take part in the event at hand. Your options by asking whether players would like access to 
instalments, Media Molecule's game was are limited to only a few select parts, and the the editor's advanced controls from the off, or 
unlike anything before it, and the tools it vehicles themselves are built on ready-made to stick with a pared-down selection while 
handed players set а new standard for console chassis, but the sense of achievement when they get settled in. Whichever you choose, 
level editors. The game provided a wealth of you, for example, leap 100m farther after additions such as the dynamic thermometer 
narrated video tutorials, and softened the fall tweaking the design of your long-jump buggy make it easier to create without worrying 
with the intuitively designed Popit menu, but is a real rush. And, like disguising vegetables about limitations or optimising geometry — 
it was still insufficient to stave off a crippling in a child's meal, such tasks get players that's something you can obsess over later on. 
case of blank-canvas syndrome for many. comfortable with the basics of the creation Given the dizzying capabilities of its 

With LittleBigPlanet 2, Media Molecule tools without them even noticing. editor, and the groundbreaking nature of the 
gifted its community with an even deeper, Anyone bitten by the bug can head to the first game, Media Molecule did an excellent 
more complex suite of tools capable of making Popit Academy. Taking place over two terms, job of condensing that power into the easily 
entire games, not just levels. Simplified logic each with a handful of levels dedicated to a understandable Popit menu. And by keeping 
gates and programmable Sackbots made life specific tool or family of contraptions, these Sackboy onscreen, the studio ensured that 
easier for all those who had once hashed stages provide a deeper understanding of making levels always felt a lot more like play 
together ad-hoc cutscenes and machines from | LBP3's most essential gadgets while couching than either coding or sculpting. But Sumo has 
a befuddling array of switches and sensors, the whole process in a series of increasingly built on those confident foundations in ways 
while a music sequencer allowed keen challenging puzzles. Two of LBP2's Creators that feel so natural it's hard to believe they 
composers to soundtrack their creations, for return as guides, with not even a whisper weren't here from the beginning. Switching 
better or worse. But while the game's tools from Fry, and cover a wide range of techniques studios partway through a series can often be 
evolved, its way of teaching you didn't. from the basics of using pistons and string to detrimental, but LBP3 feels like an entirely 
LittleBigPlanet 3 approaches the problem more in-depth tasks, such as wiring switches natural addition. And it seems fitting that the 

differently. There are still plenty of tutorial to teleporters or adjusting the properties of injection of fresh blood on the development 
videos, but Sumo has better integrated LBP's materials to make them more slippery. side looks set to open up the series to a 
two halves by introducing creation elements Although we longed for another term or whole generation of players who might 
to the story mode. Previous entries might two, the Popit Academy is a great on-ramp for otherwise have been put off. 


110 EDGE 


di 


—— SS AND DIGITA 








PLAY 


Call Of Duty: Advanced Warfare 


all Of Duty never felt like it was lacking a loot 

system. You won't notice an opponent's hot-pink 

gauntlets in the second and a half between laying 
eyes on each other and one of you dying, after all, and 
you can't give out powerful weaponry through random 
drops in a game whose players obsess over balance. So 
it proves: all 350 of Advanced Warfare's custom guns are 
variations on the base weaponset, trading off a small 
increase in rate of fire, for instance, for a reduction in 
damage. Single-use items might boost XP gain for the 
next match, or drop a Scorestreak reward a few minutes 
in, but there is none of the tangible sense of progression 
that the best loot games offer. It's all a bit dull. 

Happily, there are plenty of thrills to be found 
elsewhere. Sledgehammer may have run support on 
previous CODs, but this is its first crack at the many 
little problems to which Treyarch and Infinity Ward 
put forward solutions biannually. For the multiplayer's 
intimidating learning curve, it offers the Combat 
Readiness Program, which removes killcams, doles out 
Scorestreak rewards for free, and replaces the match 
scoreboard with a tally of your kills, but not deaths. It's 
not for us, admittedly, but it's clearly a more effective 
on-ramp to competitive play. The loot system addresses 
the opposite problem, encouraging those who only play 
multiplayer into other modes for exclusive drops. 

Yet COD's multiplayer formula is too successful 
to need much tinkering. The bigger challenge for 
Sledgehammer was surely how to make a singleplayer 
campaign that adheres to the series’ template without 
being too obvious about it. Advanced Warfare’s is, like 
its predecessors, a blend of follow missions, shootouts, 
setpieces and vehicle escapes. It hits all the right beats 
in the right order, and as such should be boring. Instead, 
this is the best singleplayer COD’s been in years. 

Forty years in the future, a private military company, 
Atlas, has amassed an arsenal of remarkable technical 
complexity and superiority. CEO Jonathan Irons, played 
by Kevin Spacey, is a head of state’s first port of call 
when things get sticky. The opening mission puts this 
into stark relief as you strut through trenches beneath 
a passing walking tank; take cover from a swarm of 
drones, then let off an EMP to take them down; and use 
your Exo suit’s jetpack-like booster to dodge, double 
jump, cross large gaps and break long falls. Throw a 
grenade and it hangs in the air at the peak of its arc 
before homing in on a group of enemies. This is clearly 
still Call Of Duty, yet things are delightfully different. 

Then it very nearly goes horribly wrong. The start 
of the second mission follows the well-thumbed COD 
design document to the letter, with a dreary midnight 
rescue mission that culminates in a slow-motion 
breach-and-clear section. Then the tech in your left 
arm goes on the fritz, the lights come up, and you 
realise you’ve been had. It’s a simulation. After a tour 


112 


Publisher Activision 

Developer Sledgehammer Games 
Format 360, PC, PS3, PS4, Xbox One 
(version tested) 

Release Out now 


You not only 
need to worry 
about what's 
around the 
next corner, but 
what might be 
about to jump 
over the wall 





of the sprawling Atlas campus, you run the mission 
again, this time with your new toys. It is a pleasure. 

It’s a fine metaphor for the hours to follow, too. COD 
staples play out in new ways, the annual sneaking level 
replacing the ghillie suit with a cloaking device, then 
introducing a scanner that can see through it. You 
escape trouble across a downtown river in a craft that 
can avoid otherwise fatal collisions with other boats 
by diving below the surface. Sledgehammer has ideas of 
its own, too. A grappling hook powers a freeform base 
infiltration that feels more like an Arkham game than a 
COD one, and the studio nods to its past, too, with one 
tense, delicately paced section a callback to Dead Space. 


Tech can’t fix everything, however. The story is 
stock-in-trade COD fare, and even more predictable 
than usual, though Sledgehammer at least has the 
decency to get the non-twist out of the way early. It’s 
disappointing, too, that after setting up its antagonist 
as the enemy within — a refreshing change after so 
many years of Islamic and communist threats — the 
studio has Irons go to ground late on in New Baghdad. 
And for all that the new gadgets enthrall, there are 
simply too many of them. Sledgehammer decides what 
you take into each mission, and you'll fall in love with 
something only to have it promptly taken away. 

Many gizmos are constants in multiplayer, but have 
been toned down to ensure balance. Cloaked enemies 
are still easy to spot, say, while deployable tech only 
lasts seconds. The double jump is unchanged, though, 
and has a huge effect, helping you escape danger or 
quickly reach high ground. There's a greater emphasis 
on vertical space, and it takes some getting used to; you 
not only need to worry about what's around the next 
corner, but what might be about to jump over the wall. 

Multiplayer spans the usual assortment of modes, 
most of which will be ignored as the playerbase sticks 
to its annual comfort zones. Yet it is a newcomer, 
Uplink, that best reflects Sledgehammer's approach to 
old COD problems. T'wo teams seek to gain control of a 
satellite dropped into the middle of a map and guide it 
through a goal at the enemy spawn point. You can pass 
it to a teammate, throw it, or simply run with it, hurling 
yourself at the glimmering portal while your opponents 
try to trace the arc of your double jump with their guns. 
It is a game of constant, quiet heroism — the unseen 
airborne shotgun blast to prevent a goal, the silent 
charge for the match-winning points — and when the 
round ends, winners and losers alike will be laughing. 
СОР” been silly for years, really, but it's never been 
made by a studio so prepared to celebrate it. T'he result 
is a much-needed mechanical shot in the arm for the 
most rigidly defined series on the market. Advanced 
Warfare is still Call Of Duty, but it's more playful, EH 
knowing and refreshing than COD’s been in years. 


ABOVE The campaign is standard continent-hopping fare, albeit with a few 
twists. A revitalised, Dubai-style New Baghdad is a highlight, as are a Greek 
fishing town and this fraught polar expedition to retrieve a bioweapon 


аташа ш T шш 


TOP This is the first COD to feature 
rendered cutscenes, and it's a move 
that pays off. In addition to Spacey, 
there's a loving treatment of the 
protagonist, played by Troy Baker. 
MAIN For all the desire to tinker 
with convention, it wouldn't be a 
modern COD if the screen wasn't 
frequently splattered with jam. 
LEFT The big concern with the 
game's multiplayer is the potential 
for exploits afforded by the 
improved traversal and new tech, 
and how quickly Sledgehammer is 
able to respond through patches 


лт SAL 
no^ "aw my 


AM 








PLAY 


The Evil Within 


ou can tell a lot about The Evil Within from its 

protagonist's melee attack. Detective Sebastian 

Castellanos may not have the build of a Chris 
Redfield or Leon S Kennedy, but he puts plenty of force 
into each punch, winding back before unleashing a 
mighty haymaker. It's deliberately ungainly, designed to 
leave you vulnerable for a vital second, its momentum 
carrying you slightly, potentially crucially, forwards. At 
the same time, it carries a satisfying weight, and it's 
certainly an efficient way to break crates or obstructive 
padlocks. Yet take aim at any of the humanoid horrors 
you'll face in this 15- to 20-hour nightmare, and you'll 
deliver little more than a glancing blow. Forget Leon S 
Kennedy's skull-crushing suplexes: you're not going 
to be playing this like Resident Evil 4. 

Still, comparisons with director Shinji Mikami's 
opus are inevitable, and they're not always wide of the 
mark. As early as the third chapter you're asked to 
negotiate a village populated by lumbering, disfigured 
enemies who overwhelm you through sheer numbers 
and aggression rather than intelligence; later, you'll 
trigger the arrival of a chainsaw-wielding nightmare 
who will soak up most of your ammunition before 
collapsing. Suicidal foes will rush you clutching sticks 
of dynamite; other threats wear protective masks to 
discourage headshots. Even blowing a chunk out of an 
enemy's skull isn't guaranteed to halt their advance. 

Yet with supplies so scarce, at times The Evil 
Within's closest relative is the GameCube remake of 
Resident Evil, in part because you're encouraged to burn 
corpses lest they rise again here too. It's preposterous 
that Castellanos is initially capable of carrying only five 
matches, but this limit plays a central role in the game's 
careful resource management, and is an additional 
tactical consideration during its encounters. As, too, 
are the rudimentary traps found on floors and walls. 
Dismantle them and you'll earn parts with which to 
craft bolts for the Agony Crossbow, or you might opt to 
leave them in place, luring groups of enemies towards 
an explosive surprise to avoid wasting valuable rounds. 

That's assuming, of course, that in the nerve-fraying 
tension of a panicked retreat you can avoid blundering 
into danger. Flight can often seem a more valid option 
than a fight, but with with the unfit detective able to 
run for only three seconds (before upgrades), you'll need 
to time your sprints to perfection. A more stealthy 
approach is often recommended, but Castellanos moves 
so slowly when crouched that an attempted silent kill 
from behind can, as often as not, result in being spotted 
just as you're reaching for your knife. Every tactic is 
high-risk, and mistakes are punished cruelly. 

Indeed, Mikami pushes against contemporary design 
boundaries to a degree that will rankle with some. 

The 2:35:1 aspect ratio may have been born partly of 
technical limits, but it suits the claustrophobic design, 


114 


Publisher Bethesda Softworks 
Developer Tango Gameworks 
Format 360, PC, PS3, PS4 (version 
tested), Xbox One 

Release Out now 


Atter a clumsy 
opening, The 
Evil Within 

hits its stride 
towards the end 
of the first act 
and the tension 
rarely lets up 





purposely disempowering you by reducing your field 
of vision. The camera sticks very close to Castellanos’s 
back, while aiming removes him almost entirely from 
view, his extended arm and current weapon all you'll 
see as the focus shifts onto whatever he’s aiming at. 
Such a tight, narrow view induces a sense of genuine 
discomfort, heightened when you’re swarmed by several 
enemies and can only really point your weapon at one. 
Resident Evil 4 forced you to plant your feet before 
firing. Tellingly, you’ll spend a lot of your time in 

The Evil Within edging nervously backwards. 


Meanwhile, its macabre story, sparked by a 
brutal mass murder at a psychiatric hospital, contrives 
to force Castellanos through a variety of environments, 
occasionally even transforming a single space into 
something entirely different. It’s both exciting and 
disorienting in equal measure, and while as a result 

the plot lacks a propulsive narrative drive, you’re never 
quite sure what to expect next. The game finds a sweet 
spot between anticipation and trepidation, the desire to 
find out what’s going on just barely overcoming your 
natural reluctance to face fresh horrors. Even the save 
rooms rarely feel like a safe haven, the strains of 
Debussy’s Clair De Lune welcoming you to a decaying 
ward that feels more like a prison, or even a torture 
chamber. Here, Castellanos spends green gel he’s 
collected from glass jars and defeated enemies on 
arsenal and ability upgrades, each one delivered by a 
sharp jolt to the brain and accompanied by a shriek 
that echoes unsettlingly around the peeling walls. 

After a clumsy opening, The Evil Within hits its 
stride towards the end of the first act and the tension 
rarely lets up. A fierce siege with an AI partner and a 
long trek through a mansion with rudimentary puzzles 
punctuated sporadically by an indestructible enemy 
suggest Mikami is occasionally happy to coast along on 
past glories, though a combination of some startling 
creature design and Masafumi Takada’s menacing score 
do enough to compensate for moments of familiarity. 
And in the terrifying Laura, a scuttling spider-woman 
with a bloodcurdling scream, Tango trumps Lisa Trevor, 
particularly during one masterfully orchestrated shiver 
as Castellanos glimpses her silhouette climbing past a 
window at the far end of a dark corridor. 

A grimy aesthetic that draws from ’80s video 
nasties and contemporary splatter cinema means The 
Evil Within can be a gruelling, enervating journey in 
places, not least when the director’s playfully malicious 
streak occasionally tilts over into outright spitefulness. 
But between the one-hit kills, the poor signposting, 
the enforced stealth sections and the many death 
traps, this is an intelligently crafted chiller, and 
superior to anything Capcom has given us in the 
genre since Mikami’s departure. 


Headshots will crack away the protection of masked enemies, but you'll waste a few valuable rounds that way. Far better to shoot them in the leg and burn them while they're on the ground 


ABOVE It's a Mikami game, which means another entry in the annals of 
great videogame shotguns. A close-range blast usually results in a cathartic 
eruption of gore and a moment of respite from the encroaching hordes 


ABOVE There are some arrestingly 
surreal sights, particularly in the 
later stages. The plot can seem 
scattershot at times, but it makes 
for a thrillingly unpredictable ride. 
LEFT This is a game more reliant on 
atmosphere than traditional scare 
tactics. Which isn't to say Mikami 
is above the odd jump scare, of 
course, but the game's few jolts 
are well spaced and cannily done 








PLAY 


Lords Of The Fallen 


espite our best efforts, we keep cycling through 

our magic powers when we mean to roll beneath 

an enemy's sweeping blade. It's an easy mistake 
to make in a game that so closely apes its inspiration — 
Lords Of The Fallen's normal and heavy attacks are 
mapped to the same shoulder buttons as their Dark 
Souls counterparts, after all, and the same is true of 
its guard and two-handed weapon stance. But while 
FromSoftware bound an evasive tumble to Circle on 
PS3, Lords uses X. It's a small anomaly in an otherwise 
familiar control scheme (albeit one that means we quaff 
our replenishable health potions at an alarming rate 
early on), but characterises the disquieting sense of 
skewed déjà vu that CI and Deck13's work evokes. 

That's not to say Lords doesn't have any ideas of its 
own. In fact, the game is full of additions to the formula 
it borrows from so heavily. Among the best of these is 
an experience multiplier that ramps up with every kill 
(up to a maximum of x2). It encourages you to hold on 
to the points you've already gained, since depositing 
your current experience in exchange for attribute or 
spell points resets the multiplier. Faced with a new area, 
the decision of whether to play it safe and level up or to 
risk losing your entire haul in combat against stronger 
enemies in the name of greed is a genuinely tough one. 

To aid your survival, you can top up your health bar 
and potions at checkpoints — the equivalent of resting 
at a bonfire — but doing so doesn't regenerate fallen 
enemies. Only dying or leaving an area and returning to 
it will bring them back. But if avarice, or even hubris, 
results in an untimely death farther down the line, 
you'll have one chance to recover your lost experience 
by fighting your way back to your ghost, a glowing light 
that waits at the point of your demise. Unlike in Dark 
Souls, you only have a finite amount of time to reach it, 
defined by the length of your previous killstreak, before 
it disappears, a mechanic gleefully designed to pressure 
you into making bad decisions. In practice, you usually 
have plenty of time, and once you do arrive at your 
ghost it might be beneficial to leave it uncollected for 
yet a little longer, since standing in its vicinity confers 
a stats buff that might give you the edge in the face of 
apparently overwhelming odds. 

All of this is bound up in a combat system that, 
while ponderous by conventional action- RPG standards, 
feels sprightly in comparison to Dark Souls’ weighty, 
nerve-racking encounters. Heavier weapons and armour 
slow you down, of course, but even as a lumbering tank 
protagonist Harkyn’s moveset will feel fluid to Souls 
veterans as he strings normal and heavy attacks into 
satisfying combos. The invincibility window during rolls 
is generous, too (assuming you hit the right button). 

Harkyn has more brutish options as well, including 
parry and kick moves. And while many enemies carry 
large shields that make head-on attacks ineffective, 


116 


Publisher Square Enix 
Developer CI Games, 

Deck13 Interactive 

Format PC, PS4 (version tested), 
Xbox One 

Release Out now 


There's no 
sense that 
you're fighting 
something 
intelligent or 
cunning, just 


awkwardly 


resilient 





Harkyn can stagger opponents by sprinting into them 
with his own shield raised. It’s a technique that works 
on many foes, even hulking ones, proving essential 
when dealing with both fast-moving, simian-esque 
sword fighters and mindless zombie-like creatures 
that pay little heed to cautious circling. 

Unfortunately, the developers undo this good work 
during the game’s numerous boss encounters. Rather 
than build on the dynamic combat found elsewhere, 
Lords’ boss design favours simple, repetitive attack 
patterns and predictable windows of opportunity. And 
in a stultifying misunderstanding of what makes Dark 
Souls’ boss fights special, it furnishes its gatekeepers 
with towering, demoralising health bars. Beating most 
of them is a case of going through the motions, staying 
out of reach during each creature’s offensive routine, 
and then chipping off a little vitality before backing off 
— there's no sense that you're fighting something 
intelligent or cunning, just awkwardly resilient. 


There are other poorly implemented borrowed 
ideas, not least the world itself. Labyrinthine in nature, 
and interconnected by gradually discovered shortcuts, 
many areas feel too samey to be mentally mapped. As 
a result, navigation is a confusing, patience-sapping 
endeavour. It doesn't help that Lords’ signposting is 
terrible, with progress-essential information buried in 
the game's poor cutscenes and not repeated elsewhere. 
We found ourselves trapped in an NPC-strewn castle 
for some time after missing the news that we could now 
open magically sealed doors. Returning to the person 
who originally divulged that information elicited no 
reminder, and objective text offered no hints either. 
More damningly, we spent our imprisonment 
wondering whether our inability to progress was a bug, 
such was the frequency of glitches we encountered 
elsewhere. Enemies often become trapped in scenery 
(one somehow managing to get his torso embedded in 
the ceiling of a tunnel, leaving only his feet for us to 
hack away at); our targeting reticule would sometimes 
fail to recognise enemies entirely, especially disastrous 
when facing fast-moving, powerful aggressors; and a 
checkpoint failed to activate during a tough sequence. 
Then there's the framerate, which flails back and 
forth before plummeting in juddering protest when the 
game attempts to hit its highest gears. It's a pity, given 
some of the artistry evident in the game world, and it's 
indicative of an ambitious team reaching beyond its 
capabilities, a problem that manifests itself in both 
technical and design issues. This is a game that tries to 
build on FromSoftware's formidable work but comes off 
feeling characterless and lacking in finesse. There's still 
much enjoyment to be found in the interim grinding 
between boss fights, but Lords Of The Fallen's а 
greatest sin is that all feels rather soulless. 


RIGHT Most boss encounters are 
made more difficult by each lord's 
ability to summon other enemies. 
The three-legged Infiltrator forgoes 
this option in favour of covering 
the ground in thorny vines that 
hold you in place if stepped on. 
MAIN A good kick should send 

this fellow over the edge, but 
fighting indoors can be as much a 
battle with the game's camera as 
it is with the enemy you're facing. 
BOTTOM The enemies and armour 
on show are designed with care, 
and characters bear beefy gaits 
that lend weight to each violent 
clash. The aesthetic reminds us a 
little of Chair's Infinity Blade series 


Find Kaslo 








ШШ 


mM Pre $ "s Se ра | №. - түт 
Destroy the Lords’ Gate to Keystone 
Т 





з z a к қ а ! 
ж — s | o xi Ты ғ | 
ut if vs 4 Ў К dup ң 
ey 8 4 bc. Р 


ABOVE Lords' world has been invaded by an undead force called the 
Rhogar, whose own world must be travelled to on several occasions. 
Despite the scale of individual scenes, the geography is compact 





PLAY 


Sid Meier's Civilization: Beyond Earth 


ince the dawn of Civilization, the goal has been to 
leave the world's problems behind and embark on 
a new chapter for humanity in outer space. That's 
where Beyond Earth begins, but it soon becomes clear 
that escaping our planet is far easier than getting out of 
the shadow of Alpha Centauri. Not the star system, you 
understand, but Meier's beloved 1999 strategy game. 
Beyond Earth is Civilization V in space rather than 
Alpha Centauri 2. While that's no crime, it does make it 
hard not to draw comparisons, or to feel a measure of 
disappointment at its paucity of ambition and how 
much less personality it contains than either of its 
ancestors. It isn't just a reskin that swaps barbarians for 
aliens and bans the old jokes about Gandhi getting the 
A-bomb, but nor does it ever really feel like a game 
about taking humanity to the next level. Where Alpha 
Centauri chose to use the 4X genre as a place to explore 
society and philosophy as much as warfare, Beyond 
Earth is content to simply be our next battleground. 
For the most part, it has to stick relatively close 
to familiar concepts. Battles are fought primarily 
with ever-shinier conventional weapons rather than 
outlandish future nightmares, and there's a frustrating 
lack of unit stacking that makes the map far fiddlier 
than it needs to be. The equipment looks the part, 
however, and it's not long before elements like an 
orbital layer come into play, and superweapons start to 
unlock. The aliens also add a novel threat — at least in 
the early stages after planetfall, or if you get the ability 
to deploy Siege Worms against enemy cities, or create 
a few oversized xeno monsters of your own. Leave the 
regular ones alone and they'll typically return the 
favour, or even become friendly. Clear their nests and 
at least they're kept contained. After a while, however, 
native fauna is left painfully outclassed, and most are 
barely even a distraction by the mid-game. 
The best, most dramatic, change from Civilization 
is the Affinity system. Each faction acquires points 
towards a particular outlook by researching technologies 
and making decisions in what are somewhat charitably 
dubbed ‘quests’. Over time, they go from being entirely 
uninteresting Earth-centric groups — such as the Pan- 
Asian Cooperative and Slavic Federation, which are only 
a squirt of easily ignored lore from being just a starting 
bonus — to devotees of either Harmony, Supremacy or 
Purity. Harmony factions will adapt themselves to the 
planet, Purity players try to beat it back and make it as 
much like Earth as possible, while Supremacy types use 
Cybernetics to pull themselves into the future. They all 
have a space-cult flavour, but benefit from emerging 
fluidly from individual choices rather than simply being 
chosen, and increasingly affect everything from the look 
of cities to the nature of your troops. 
This system works well, and allows for a decent 
amount of flexibility, especially in conjunction with 


118 


Publisher 2K Games 
Developer Firaxis Games 
Format PC 

Release Out now 


Almost never 
is there even 
the sense of 
having created 
something 
truly amazing 
instead of 
merely useful 





what's normally a tech tree, but is now a tech web. The 
difference is that, while initially imposing, this map of 
research opportunities makes it easy to see exactly what 
each node unlocks and leads to, with developments 
split into branches, which represent an interest in the 
field, and leaves, which are more involved projects that 
master it. Engineering, for instance, unlocks Power 
Systems and a Defense Grid, and along with Physics is 
the way towards Robotics. Many of these also come 
with Affinity points. Under Robotics, for instance, 
Tactical Robotics is a Supremacy tech, while Swarm 
Robotics is aligned to Harmony. Individual units 
unlocked by these techs are then upgraded further by 
Affinity points to create an army that will ultimately 
favour one of the three sides, but you don't have to 
commit up front, or go exclusively down one path. That 
way lies the best toys, but there's still scope to dabble. 


The catch is that this focus on Affinities largely 
kills any sense of knowing the factions, each of which 
seem to choose their own leaning based on little more 
than a coin flip. Their leaders have little personality, 
even sharing a bland script, and never play in a way 
that separates, say, ARC from Brazilia or even for the 
most part in a way that shows off the Affinities. Nor 
is there a sense of their actions being driven by their 
philosophies and backgrounds in the way Civ gets for 
free due to its use of real people and real cultures, or 
that Alpha Centauri achieved with its ideologically 
driven factions. Here, they're cardboard cutouts. 

Beyond Earth can't find a grip on Civ's ingrained 
sense of wonder, either. There's a connection to 
everything that happens in those games, from the 
research projects to the simple pleasure of going from 
spearmen to spacemen. Beyond Earth's future is, by 
contrast, a dull one, offering little to discover or excite. 
Its planets are so Earth-like that it's almost a surprise 
to see terrain you wouldn't find over in Civ V. Its idea 
of a victory, which can be anything from making contact 
with a sentient alien species to returning to Earth as 
a conquering force, is a still image and a paragraph of 
text. Likewise, where once Wonders were worth a movie 
or some art, here they're just blueprints and a quote. 
Almost never is there even the sense of having created 
something truly amazing instead of merely useful. 

The result is a game that has no trouble inheriting 
Civilization's classic ‘one more turn’ factor during an 
initial playthrough, but struggles for the same claim 
on ‘just one more game’ once a battle has been won — 
particularly given the superiority of its own spiritual 
cousin with the expansion packs installed. It's a solid, 
enjoyable strategy game while it lasts, as you'd expect 
from one that borrows so much from Civ V, but very 
much a sidewards step for the series rather than a Dnm 
bold leap forwards for its kind. 


- „ COMPUTING (Z] 


TOP Despite a few green clouds 
and some canyons apparently 

full of processed cheese, Beyond 
Earth's maps do surprisingly little 
to convince you that you've made 
a journey to a whole other world. 
MAIN The units and buildings are a 
little more futuristic, but creating 
and running your cities is similar 
enough to Civilization V to almost 
forget which game you're in. 
RIGHT Early on, nests of aliens are 
a big threat, but only a Harmony 
player can help them stay properly 
relevant to the game after a while 


ABOVE The Al's deficit of character makes them tough to read and their 
strategies difficult to discern. At times it can feel as if they're going to war, 
refusing to make good deals, or even just ignoring everyone at random 


Po Ba 


PLEASE WAIT 


g | H 








PLAY 


The Legend Of Korra 


n paper, it all looked so promising: perhaps the 

world's best developer of action games being 

given the task of developing a tie-in for a well- 
liked anime that features a powerful female lead with 
a variety of fighting skills. Could Activision have found 
a more ideal match here than Platinum? And yet as you 
wearily hammer Square and Triangle while facing an 
endgame boss with no fewer than three health bars, 
you may begin to wonder how it all went so wrong. 

Then again, as early as the first proper level there's 
evidence of a studio short of resources, labouring 
under a meagre budget and working towards an 
unreasonable deadline. The animation may be smooth, 
the action may be sharp and the controls may be 
responsive, but the environments are horribly bland, 
entirely bereft of detail and character. You'll face one 
group of masked enemies, then another, and then 
another, sprinting through deserted beige alleyways 
in between, pausing occasionally to smash up vases, 
crates, loot chests and even the odd car. 

Before then, you'll get a fleeting taste of a fully 
powered-up Korra before a plot contrivance causes her 
to lose her ability to bend the elements to her will, a 
well-worn device that serves only to exacerbate the 
inherent repetition of the core combat. Naturally, Korra 
explores a variety of environments over the course of 
the next five hours to earn them back, though the 
narrative can't be bothered to create a convincing 
reason for the journey. She spends several levels 
muttering something about chi blockers, sporadically 
regaining her skills merely by completing objectives 
in combat, such as building a high combo chain, or 
dodging incoming attacks. The antagonist is simply 
referred to as *that old man" for most of the game, 
until he introduces himself and his master plan in a 
laughable exposition barrage during the final stage. 

When you're not facing the same enemies in slightly 
larger numbers and different coloured jumpsuits, or 
enduring some woefully rudimentary platforming, 
you'll be pitted against other ‘benders’ — sub-bosses by 
another name — and colossal humanoid tanks, which 
take a heavy pummelling before being consigned to the 
great scrapyard in the sky. Each encounter is largely 
identical to the last, though the ante is upped as you 
progress — if you faced one boss in an early level, you 
can guarantee you'll fight two of them later on. 

The game reaches its nadir during interludes in 
which Korra rides her polar bear dog companion, Naga. 
These borrow liberally — brazenly, even — from Temple 
Run. You accelerate automatically, nudging the analogue 
stick to make rapid left and right turns, collecting spirit 
energy as you leap gaps, slide under low walls, and 
dodge rocky obstacles. A single mistake sends you back 
to the most recent checkpoint, though at least these are 
generously placed; the only other saving grace is that 


120 


Publisher Activision 

Developer PlatinumGames 
Format 360, PC, PS3, PS4 (version 
tested), Xbox One 

Release Out now 


You're on 
dangerous 
ground when 
Yaiba: Ninja 
Gaiden Z 
feels like an 
appropriate 
comparison 





RETURN TO BENDER 
Complete the game on any 
difficulty and you can enter 

the Pro-Bending League. It's 
pretty much dodgeball with 
elemental powers, your trio of 
benders - the Fire Ferrets — 
taking on a series of rivals. 

Each side of the court is split 
into three zones: deplete an 
opponent' energy bar and 
you'll push them back; take out 
all three and you'll advance into 
their territory, though their 
attacks will gain power the 
further back they go. The game 
is over when time runs out or 
you knock all three opponents 
off the platform. It could have 
been an entertaining aside, but 
since you're only ever in control 
of Korra, tactics rarely extend 
beyond hammering Square and 
occasionally squeezing L2 to 
counter an incoming projectile. 


the stages are mercifully short, at least until one 
maddening late-game vehicular boss fight. 

Indeed, while you'd imagine the target market for 
Korra would skew a little younger than Platinum's 
existing audience, it hasn't toned down the difficulty 
from its usual standard. Bosses have substantial health 
gauges (in some cases plural) that take some time to 
whittle down, and if their blows connect, you can expect 
a fair chunk of your own health to disappear. Intelligent 
fighting will build up your chi meter, allowing you to 
deliver more powerful attacks more rapidly, but combos 
are easily interrupted, and the timing for counters, 
which prompt stick-pushing and button-mashing 
commands, never feels quite as intuitive as it should. 


To give yourself a fighting chance, you can spend 
the spirit points you've accumulated on potions and an 
artefact that automatically revives Korra when she falls 
in battle. Alternatively, there are expensive talismans 
that raise your chi meter while halving your health, or 
cut your attack power in two while doubling your life, 
though there's nothing permanent you can equip that 
doesn't have some kind of side effect. Temporary buffs 
include a speed increase, but these are so prohibitively 
costly you'd do well not to rely on them. You will, 
however, need a little extra help on occasion, not 

least when the game throws two large bosses at you 
simultaneously and the camera can't manage to keep 
them both onscreen. Being hit by something you can't 
see is irritating, though hardly exclusive to this game; 
you know you're on dangerous ground when Yaiba: 
Ninja Gaiden Z feels like an appropriate comparison. 

That Korra avoids similar levels of ignominy is 
entirely down to Platinum's experience as a developer 
of combat systems. Though the encounters vary little, 
the studio's rhythms are instantly recognisable; you'll 
see it in the way a blow connects, the way moves flow 
into one another. And once you've unlocked the full 
extent of Korra's abilities — from the slow but forceful 
Earth attacks to the blisteringly quick jabs of the Fire 
powers — you can even afford to experiment a little. 
Mind you, there's no real encouragement to do so until 
the final boss (who sometimes erects elemental walls 
around him), but once you're finally empowered to let 
loose, it becomes a much better game. 

That isn't enough to deflect attention away from 
the fact that this is essentially ten minutes' worth of 
game remixed ad nauseam at steadily escalating 
difficulty to pad it out to five hours. By licensed game 
standards, it's adequate enough. What makes Korra 
so disappointing is that its immense potential has 
been squandered, and the name of a developer with a 
previously unblemished record has been tarnished. 

Sure, Platinum has made flawed games before, but 4 
nothing nearly so bland or as uninspiring as this. 


й 


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Spirit enemies replace the bog-standard masked grunts in the final 
two stages of the game, but their visual quirks don't equate to them being 
dispatched much differently. Winged opponents are a fresh irritant, though 


@ 63,049 , 


The game suggests you lower 
the difficulty if you're struggling, 
but doing so means starting from 
the beginning. Few, we imagine, 
will bother with the Extreme mode 
unlocked upon completion either. 

Elemental barriers take a 
long time to break. The rewards 
are rarely worth the effort unless 
you're short on spirit energy. 

Enemies will flash red before 
they're about to launch an attack. 
Squeeze the left trigger just as a 
blow is about to land and you'll 
pull off a counter, opening your 
opponent up for punishment 


Я 79,638 


@ 31,995 








PLAY 


Fantasia: Music Evolved 


uilding a rhythm-action game — a genre that 

usually requires precise inputs — around a device 

like Kinect is fraught with risk, but Harmonix 
evidently wasn't daunted by the task. Fantasia: Music 
Evolved is a different proposition to Dance Central, yet 
benefits from its developer's expertise with the device, 
offering similarly generous gesture recognition and 
an intuitive user interface. Rather than copying an 
elaborate series of dance moves, here you're invited to 
push, swipe and trace, matching the rhythms, basslines 
and melodies of an eclectic soundtrack. Ostensibly, 
you're taking the role of conductor, though the need 
to keep up with fast-moving cues mean your actions 
more often resemble frantic semaphore. 

There's a thin narrative motivation for your flailing. 
An irritating narrator and a cheerful assistant invite you 
to visit a series of realms, completing objectives to rid 
them of a cacophonous infection. Firstly, this involves 
reaching a certain score target in a song and unlocking a 
new remix. Each realm also holds a few sound toys, as 
well as environmental features that can be stirred into 
life by your hand. You might, for example, spin a 
carousel of seahorses, before composing a jazzy drum 
fill by tracing your palm over a bed of percussive clams. 


The various musical toys are reminiscent of Toshio Iwai's Electroplankton, 
though naturally lack the immediacy of a portable plaything — not least 
because you'll need to sit through a long loading screen for each realm 


Publisher Disney Interactive Studios 
Developer Harmonix 

Format 360, Xbox One (version tested) 
Release Out now 





LET'S DUET 


A second player can join in by 
strolling into view and shaking 
player one's hand. With two, 
each song is a collaborative and 
gently competitive performance: 
you'll both need to contribute 
to composition spells, while 
track switching alternates, 
allowing each player to adjust 
the mix to their own tastes. 
Happily, you don't have to play 
through the entire story to 
unlock every track: while Party 
mode halts your campaign 
progress, you'll gain instant 
access to all songs and remixes. 


Collect enough magic fragments and you'll unlock 
a composition spell, used to further personalise your 
performance by creating looping melodies, beats and 
effects that play over sections of the track. It's a setup 
that favours improvisation over mastery, though it's 
hard not to feel underwhelmed by the results. Pulling 
individual instruments from three unlocked mixes is a 
more successful idea, akin to a motion-controlled DJ 
Hero with a little more creative control. Subverting 
classical compositions with modern instrumentation is 
entertaining, and the likes of Mussorgsky and Liszt are 
as welcome on the tracklist as The Flaming Lips and 
Bowie. Stirring alt-rock ingredients into Vivaldi's Four 
Seasons works alarmingly well, though we think it's 
going to be a long, long time before we drop dubstep 
beats into Elton John's Rocket Man again. 

A structure that requires you to play each song three 
times to unlock its full remix potential is problematic, 
but inevitably Kinect is the game's greatest strength and 
most fundamental weakness. Harmonix has lowered the 
challenge to compensate for potential frustration at 
missed gestures, but as a result it's far too easy to get 
a five-star rating on your first attempt, while the 
knowledge that Kinect's whims are likely to prevent a 
perfect score discourages replays. Fantasia is a novel 
twist on the music game, then, but one lacking 6 
the sprinkling of Disney magic its title promises. 








122 


The 


et go. In Simogo's sixth game, this short instruction 

isn't merely asking you to remove your finger from 

the screen, but inviting you to submit yourself to 
the sea, to be swept along by its tides. It feels like 
an exhortation, too. As the fragments of the game's 
narrative drift towards one another, the memories held 
in the curios scattered across its islands feel ever more 
like an unreliable crutch; though thoughts of the past 
can help us escape, they can equally hold us captive. 

The ocean you navigate is remarkably calm, the 
delicate lapping of waves accompanied by the whirring 
clicks of nautical equipment as you glide effortlessly 
across the surface, with just a hint of resistance as you 
draw clear from an island. Point your compass towards 
a shore and you'll hear the wooden creak of your boat's 
hull as you physically drag yourself inland. And yet as 
you negotiate the old, abandoned structures that hold 
the game's many small secrets, you'll drift through 
them as if in a mellow reverie. 

These are wonderful places to briefly inhabit, 
perfectly imperfect in their arrangements, with each 
carrying the quietly haunting intrigue of an afternoon 
spent sifting through bric-a-brac in an abandoned loft. 
Rooms, stairwells and corridors are filled with ethereal 


Until now, Simogo has been known for its stylish — and stylised - 2D 
visuals, but clever use of depth-of-field effects and parallax scrolling give 
you the impression of exploring a fully 3D space in The Sailor's Dream 


Sailor’s Dream 


Publisher/developer Simogo 
Format iOS 
Release Out now 





In a delightful coincidence, The 
Sailor's Dream is the second 
game this issue (along with 
Fantasia) that owes a debt to 
cult DS game Electroplankton. 
Simogo is more than happy to 
acknowledge the inspiration, 
though it would be discourteous 
to detail its influence here. As 
with Device 6 and Year Walk, 
we'd advise playing with the 
volume up and earbuds in, so 
you can truly appreciate the 
performance from voice actor 
R Bruce Elliott and other aural 
surprises best left unspoiled. 


whispers and chimes, as well as the gorgeous acoustic 
themes of Jonathan Eng. You'll hear the musical patter 
of raindrops on window panes, a gull's echoing cry, the 
hiss and crackle of radio static, and a rum-soaked old 
voice, weathered by time and tragedy. You may not be 
a tangible presence in the world, but these places feel 
lived-in, their ambience lent emotional weight by the 
history attached to the objects found therein. 

Yet the plot is hardly opaque. This isn't a mystery, 
nor a puzzle to be solved. Rather, the key events of the 
narrative take shape early on, and are subsequently 
contextualised and imbued with deeper meaning. It's a 
tale with a song in its heart and romance in its soul, its 
wistful, melancholic reminiscences interspersed with a 
note of bittersweet optimism. Other developers might 
have opted for a bigger emotional punch as you finally 
prepare to leave the past behind, but the subtly moving 
coda here is an exemplar of storytelling maturity. 

For some, a bold attempt to bridge the gap between 
the game world and ours may only serve to emphasise 
the distance, while the unorthodox structure may irk 
those who prefer their narratives neatly packaged up. 
But abandon your expectations of what a game is and 
how a story should be told, and this lyrical, wilfully 
elusive experience will stay with you, lingering with 
the warmth and sorrow of a parting embrace. To E 
give in to its spell, you just need to let go. 








123 


124 





TIME § EXTEND 





Shinji Mikami's cult sci-fi 
shooter marked a rocket 


powered clash of cultures 


By CHRIS THURSTEN 


Publisher Sega Developer PlatinumGames Format 360, PS3 Release 2010 


anquish’s beginning 
could be another 
game's end. After a 
giant space station 


take fire from all corners. When the last 
robot falls, a vast spider tank climbs out of 
the ground. When they destroy that, it turns 
into a towering humanoid mech with an 





called Providence is 
taken over by a 
group of Russian 
ultranationalists, its 
microwave ray is used to annihilate San 


Francisco (as if a microwave ray was ever 
going to be used for anything else). In a 
—— o — "sequence that's notably graphic given the 
NEN сс“ nature of the game that follows, a 
red beam causes the blood of everyone in the 

Bay Area to boil in their veins as, inevitably, 

athe Golden Gate Bridge begins its collapse. 

i. explode and windscreens are smeared‏ ڪڪ 
“шкі viscera; an old man is hit by a car, falls‏ 


off the bridge, and plummets into the 
roiling, superheated ocean. Cut to the White 


ee House press office as President Elizabeth 


Winters (a facial and vocal match for Hillary 
me ——___________ 
Clinton) vows to send in the marines. From 


ШШ м, A fleet of US starships approaches 
ML e city-sized Providence from the lunar 
nearside as the game's villain, Victor Zaitsev, 
issues his demands: surrender, or New York 
is next. Zaitsev wears a skintight bodysuit, 
eyeshadow and lipstick, giving him the 
bearing of the love child of Vladimir Putin 
and Robert Smith from The Cure. On board 
a US carrier, Robert Burns, an eight-foot-tall 
commanding officer with a mechanical arm, 
briefs a crew of grunts and introduces 
protagonist Sam Gideon, who stands 
nearby in prototype power armour — the 
unfortunately named ARS, or Augmented 
Reaction Suit — smoking a cigarette and 
talking via radio with his DARPA handler, 
Elena, and mentor, Professor Candide. 
Gideon and Burns then have a brief 
slow-motion knife fight for no discernible 
reason, there's an enormous battle both 
inside and outside of the space station, the 
carrier crash-lands in a loading bay and is 
immediately set upon by an army of Russian 
robots, and the player is handed control. 
Vanquish rockets up its own absurdity curve 
with such velocity that the inevitable 
response to its intro is a kind of shell shock, 
an effect only compounded by the steep 
difficulty of what follows. The first proper 
battle is a beachfront assault in a curving 
arena where Gideon and his marine allies 

















eye-mounted laser weapon that can 
eliminate the player in a single hit. When 
that finally falls, the game begins in earnest. 





This is what happens when the people 
responsible for Bayonetta and God Hand 
decide to try their luck at a western-style 
cover shooter. Platinum's irreverence and ==- 
fondness for the absurd is here presented 


in a new context. Vanquish's plot is ^ AMNEM 


Call Of Duty — scheming separatists, grizzled ees 








sergeants, hijacked orbital weapons — but gm 
Mikami’s team stretches and distorts it к — 
every opportunity. Quotably awful dialogue ТТ 
(“Меп, we've got eight hours to stop New 
York from becoming the next San 


Francisco") and oddly literary character 


names (Gideon, Candide, Robert Burns) >>> >>> 
جڪ‎ 


provide the sense of something being lost in 

translation; the confidence with which e о 
game presents its first of many gigantic E 
robots confirms that its developers don’t 5555 
much care either way. Vanquish opens with 
the swagger and delirium at which Platinum 
has always excelled, and it is a delight to see 
that lack of respect descend upon a subject 
matter so frequently po-faced and self- 
serious as the military shooter. 

Vanquish is the product of split 
influences. Burns and his marines come 
straight from Aliens, while the interior of 
Providence takes after Mass Effect’s Citadel. 
The game's American tech looks like it has 
been lifted from Halo, while the Russian 
robots and their ships are curved and alien. 
Sam and the ARS suit are purely the product 
of Japan, however: the suit itself takes after 
mecha anime, specifically Casshern, and 
rather than collect individual guns, the 
player scans in new designs for an elaborate 
transforming called BLADE. 
Similarly, the combat merges western-style 
cover shooting with the pace and high skill 
ceiling that Platinum is known for, and boss 
encounters draw extensively from the 
eastern style guide: transforming robots, 
glowing weak spots, multistage encounters. 

In the hands of western developers, the 
cover shooter has become emblematic of a 
design philosophy that values cinematic 
presentation, believable environments, № 








weapon 





TIME EXTEND 


Because AR kicks in when 


you take potentially-lethal ь. da. ФҸ 
damage, you can risk open- ; ES 1 

air engagements. It’s not the 

best way to use the ability 










sand a strong sense of the player character’s 
physical embodiment in the world. The 
defining image of this trend is one of Gears 
Of War’s heavy-set soldiers slumped against 
ڪڪ‎ a Walst-high wall, painstakingly reloading a 
jammed rifle as the enemy closes in, 
although you could choose examples from 


Max Payne, recent GTAs or The Last Of Us. 


The player is expected to identify with their 


mms character and the world to the extent that 


‘gameplay becomes an act of roleplay where 
the fantasy is that of the survivor, the 
normal person under duress. The verb set of 
НЕКЕ 2 western cover shooter — crouch, aim, 
shoot, move — is a means to a cinematic 
M "'"emd. Your skill (or absence thereof) is 
secondary to making you feel like you are 
22-2 (а that the characters around you matter. 
3 Vanquish, however, places player skill at 
the centre of its interpretation of the cover 








| 


mms: |! HE GAME 


shooter Mikami's design infuses game 
elements into a genre that has displayed 
diminishing interest in being seen as 
gamelike, and does so as a complement to a 
world defined by the absurd and surprising. 
Two additions to Gideon's moveset are 
at the centre of this shift, each enabled by 
the technology of the ARS. Using a set of 
thigh-mounted thrusters, our hero can skid 
along the ground on his knees like a rocket- 
powered Pete Townshend, gaining incredible 
momentum at the expense of heat buildup. 
Powerful melee strikes can be chained out of 
boosts (briefly overloading Gideon’s 
heatsinks if you choose to use them), but the 
main purpose of the move is to enable 
lightning-fast repositioning within each 
arena. The drama of the western cover 
shooter comes from the threat of being 
caught in open ground. Vanquish makes play 





TOP Rocket-powered sliding 
forces you to reconsider how 
to approach every arena. 
ABOVE Like other Platinum 
titles, the rush of effects 
makes sense in motion 


126 EDGE 


IS AN ENERGETIC REJECTION 
OF CAUTION, A CELEBRATION OF ACTION, 
MOVEMENT AND PLAYER AGENCY 


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of these moments, asking the player to пої 
simply survive but to decide, quickly and 
under fire, which dramatic play they are 
going to make next. 

The second key feature is bullet time 
(here ‘AR mode’), accessed by either getting. 
shot or by squeezing the left trigger while | 
dodging or leaping over cover. The duration 
of the effect is, again, mitigated by heat = 
accumulation, but it's a vital technique, and 





the only way to dodge certain boss attacks or 
to survive a dense crossfire. The most 
crucial thing about AR mode, however, is 
that it is inaccessible while the player is safe. 
There is no way to trigger it without taking 
damage (which means leaving cover), 
performing a diving roll (which means 
leaving cover), or jumping over a waist-high 
obstacle (which means leaving cover). 
Vanquish is a rare example of a cover shooter 
that is always encouraging you to move. 
Gears Of War might dwell on the image of its 
beleaguered COG, but here Mikami goes for 
a more kinetic and over-the-top picture: 
Gideon with one hand on the cover he has 
just departed, bringing the BLADE to bear 
on a squadron of Russian robots in loving 
slow motion. The game is an energetic 
rejection of caution, a celebration of 
movement, action, and player agency. 








Vanquish also provides room for degrees 
of finesse on the player's part, tracked after 
each encounter on a scoreboard that tallies 
up your performance on fight-by-fight and 
campaign-wide levels. The measure for 
success in a traditional thirdperson shooter 
is survival, sometimes with lots of ammo. 
Here its surviving stylishly, and that 
provides room for player expression not 
available elsewhere. You can make progress 
in the campaign by adopting a reactionary 
playstyle, but a good player sets their own 
rhythm in a way that mirrors the score- 
attack brawlers for which Platinum is so 
renowned. Boosts, AR activations, melee 
attacks and dips into cover interact with the 
suit's heat level in a way that creates a game 
of timing and resource management. A good 
player is always acting decisively to maintain 
momentum. At the highest level of play, you 


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Overheating at the wrong 
time can be fatal, but also 
breaks the combat's rhythm, 
forcing you to run away 
until the suit fixes itself 


4 


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do not look at one of Vanquish’s arenas and = : 


see a field of waist-high walls waiting to Ce 


hidden behind, you see a course, a racetrack, 
. р “С 
a Rock Band fretboard: terrain to be mastered. m 


The irony of vanquish is that it is а O OOOO O 


antidote to a design trend that its director Aa 
began. The genesis of Gears Of War and Тһе. 
Last Of Us is Resident Evil 4, a Mikami game == 
that established a close thirdperson view 
could be used to effectively embody the 
player in the world. There's something 
cathartic about seeing the designer address 
the trends he started. Vanquish's message is 
that if you're going to do it, do it right. It is 
resolutely playful in its criticism, celebrating 
the same images and ideas with which it 
fiddles and breaks. 

It’s appropriate, then, that a game with 
such a spectacular and violent opening 
should have an inexplicably silly closing 
moment. After Zaitsev falls and Gideon 
escapes the exploding station, the player is 
asked to shoot asteroids in an interactive 
score-attack credit sequence as the camera 
plummets towards the Earth. Each asteroid 
bears a developer's photo, and the final boss 
of this sequence — and therefore the final 
encounter — is a star-shaped asteroid with 
Mikami's grinning face surrounded by a halo 
of spinning rocks, looming closer and closer 
until the player pulls the trigger and the 
final scoreboard is shown.  Vanquish's 
beginning makes you question how seriously 
its developers would like to be taken. Its 
ending gives you your answer. 








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DISPATCHES 
PERSPECTIVE 





JAMES LEACH 


Postcards From The Clipping Plane 


Conveniently ignoring the serious side of videogame development 


like to pop in and discuss a few things?” 

I’m doing three projects for them at the 
moment, so | said l'd be delighted to. Of 
course, nothing is designed to annoy me 
more. It’s winter, it's rainy, they're 140 miles 
away and, more than anything, | don't want to 
leave my home office. Plus it's a day l'm not 
doing anything for them. Will they tack a day 
onto my schedule? No. They won't even pay 
my petrol. Huh. Where are the car keys? 

So up | rock to their premises. The first 
thing they ask about is the cute little RPG I’m 
writing for. It seems the problem is the race of 
little characters you meet halfway through. 

"We're worried about the leprechauns," 
they say. There's nothing wrong with the 
leprechauns. In fact, I’m rather pleased with 
them. They're feisty and rude, but if you resist 
their cheekiness, they can aid you in your 
quest. The idea being that if you take 
immediate offence and start hacking them 
about with an axe, they die in their droves 
and you don't see them again. You won't get 
the map or the potions they’d supply you with. 

"We think the leprechauns are a little 
offensive," says the team leader. But this is the 
point, | argue. You absorb that and suddenly 
they like you and you'll be potioned and 
mapped up before you know it. This, it turns 
out, isn't the problem. The leprechauns are, in 
the team's opinion, offensive to the people of 
Ireland. | scratch my head at this. They don't 
speak in Irish accents. The text doesn't reflect 
their Emerald Isle heritage. They're not even 
referred to as leprechauns in the game. 

"The trouble is they're small and wear 
green and have hats with belt buckles on the 
front." This is not my problem - | didn't design 
them. But it turns out that one of them says, 
"We'll help you, to be sure." | have to change 
everything l've written about them. That's the 
first thing on the agenda. | make a note of it. 

Next is the fictional WWillera fighter plane 
game I’m also doing. None of the planes look 
much like real planes, and at no point are 
schools bombed. But the team don't like the 


Т“ development team calls: "Would you 





“It’s an English term,” they say. 
True. In my work - and my life 
- | use quite a few English 
terms. It’s sort of a habit 


fact that I’ve used the words “Tally-ho” when 
you and your wingman attack. This, | explain, 
is an old hunting term for chasing foxes, save- 
the-badger patrols and the like. 

“It’s an English term," they say. This is true. 
In my work - and, frankly, my life — | use quite 
a few English terms. It's sort of a habit with 
me. But it turns out that, as an English term, it 
might offend Germans. Yep, it's a WWillsstyle 
game with planes firing machine guns at each 
other. God forbid a German, or anyone, 
might see a couple of old-fashioned words in it 
as distressing. But | say none of this and draw 
doodles on my pad as they explain that we 


must remove "Tally-ho" and ideally introduce a 
note of regret during attacks, since there's a 
high chance that some of the enemy might be 
hurt or emotionally damaged by the conflict. 

The last game I'm contracted to write for is 
а brightly coloured puzzle game. Frankly, it's 
the best thing they're making at the moment. 
There's no text for this apart from the brief, 
cheerful instructions that crop up as soon as it 
loads. It's a little plate-spinner affair, cleverly 
set inside a series of fake websites, in which 
you use little bombs to keep everything in 
motion. The idea is to place these perfectly to 
keep everything going as you switch between 
sites. Oh no. Bombs. It’s about the bombs. 
They hate the bombs. Terrorism. A world on 
the brink of war. 

"Now, the puzzle game," they say. l'm 
ready for this and | jump in. | tell them that 
instead of bombs, the explosions could be 
flowers bursting into bloom. Or balloons 
popping. Balloons would be good, actually, 
because when the bombs burst, they fire out a 
cloud of tiny bits of shrapnel, which do look 
like glitter. Colourful glitter-filled balloons 
would be great, as long as the colours aren't 
those of the flags of a country we're currently 
in a high state of tension with. Red, white and 
blue would be my choice. Unless, isn't that the 
Ukrainian flag colours? Anyway, the text 
would only require the most minor of tweaks... 

"We're not proceeding with the puzzle 
game," say the boss. "We think the market 
isn't really in the right place. Plus we've got 
our hands full with the WWII thing, and the 
non-leprechaun game.” | don’t believe a word 
of it and | tell him so, because | am forthright. 

The boss looks sheepish. “OK, we admit it. 
Some of the websites look, er, familiar. They're 
sites people might know. The sort of savvy 
forum-type people who could do us a lot of 
harm. We're keen not to annoy those guys." 

| get it. The Internet is scary. Causing 
offence is one thing, but you don't ever poke 
the keyboard army. 








James Leach is a BAFTA Award-winning freelance writer 
whose work features in games and on television and radio 


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Illustration box-kite-curve.com | 





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#275 
December 18